Cataclysm BN
game Class Reference

#include <game.h>

Classes

class  Creature_range
 
class  debug_hour_timer
 
class  draw_callback_t
 
class  monster_range
 
class  non_dead_range
 
class  npc_range
 

Public Types

enum  inventory_item_menu_positon { RIGHT_TERMINAL_EDGE , LEFT_OF_INFO , RIGHT_OF_INFO , LEFT_TERMINAL_EDGE }
 

Public Member Functions

 game ()
 
 ~game ()
 
void load_static_data ()
 Loads static data that does not depend on mods or similar. More...
 
void load_core_data (loading_ui &ui)
 Loads core dynamic data. More...
 
bool is_core_data_loaded () const
 Returns whether the core data is currently loaded. More...
 
bool check_mod_data (const std::vector< mod_id > &opts, loading_ui &ui)
 Check if mods can be successfully loaded. More...
 
void load_world_modfiles (loading_ui &ui)
 Loads core data and mods from the active world. More...
 
std::string get_player_base_save_path () const
 Base path for saving player data. More...
 
std::string get_world_base_save_path () const
 Base path for saving world data. More...
 
bool load_packs (const std::string &msg, const std::vector< mod_id > &packs, loading_ui &ui)
 Load content packs. More...
 
void on_options_changed ()
 Should be invoked whenever options change. More...
 
void setup ()
 
void serialize (std::ostream &fout)
 Saving and loading functions. More...
 
void unserialize (std::istream &fin)
 
void unserialize_master (std::istream &fin)
 
bool dump_stats (const std::string &what, dump_mode mode, const std::vector< std::string > &opts)
 write statistics to stdout and More...
 
bool save ()
 Returns false if saving failed. More...
 
std::vector< std::string > list_active_characters ()
 Returns a list of currently active character saves. More...
 
void write_memorial_file (const std::string &filename, std::string sLastWords)
 Writes information about the character out to a text file timestamped with the time of the file was made. More...
 
bool cleanup_at_end ()
 
void start_calendar ()
 
bool do_turn ()
 MAIN GAME LOOP. More...
 
shared_ptr_fast< ui_adaptorcreate_or_get_main_ui_adaptor ()
 
void invalidate_main_ui_adaptor () const
 
void mark_main_ui_adaptor_resize () const
 
void draw ()
 
void draw_ter (bool draw_sounds=true)
 
void draw_ter (const tripoint &center, bool looking=false, bool draw_sounds=true)
 
void add_draw_callback (shared_ptr_fast< draw_callback_t > cb)
 
void draw_panels (bool force_draw=false)
 
cata::optional< tripointget_veh_dir_indicator_location (bool next) const
 Returns the location where the indicator should go relative to the reality bubble, or nothing to indicate no indicator should be drawn. More...
 
void draw_veh_dir_indicator (bool next)
 
void vertical_move (int z, bool force, bool peeking=false)
 Moves the player vertically. More...
 
void start_hauling (const tripoint &pos)
 
cata::optional< tripointfind_or_make_stairs (map &mp, int z_after, bool &rope_ladder, bool peeking)
 Returns the other end of the stairs (if any). More...
 
void vertical_shift (int z_after)
 Actual z-level movement part of vertical_move. More...
 
void vertical_notes (int z_before, int z_after)
 Add goes up/down auto_notes (if turned on) More...
 
void use_computer (const tripoint &p)
 Checks to see if a player can use a computer (not illiterate, etc.) and uses if able. More...
 
template<typename T = Creature>
T * critter_by_id (const character_id &id)
 
template<typename T = Creature>
T * critter_at (const tripoint &p, bool allow_hallucination=false)
 Returns the Creature at the given location. More...
 
template<typename T = Creature>
const T * critter_at (const tripoint &p, bool allow_hallucination=false) const
 
template<typename T = Creature>
shared_ptr_fast< T > shared_from (const T &critter)
 Returns a shared pointer to the given critter (which can be of any of the subclasses of Creature). More...
 
size_t num_creatures () const
 Returns the approximate number of creatures in the reality bubble. More...
 
bool update_zombie_pos (const monster &critter, const tripoint &pos)
 Redirects to the creature_tracker update_pos() function. More...
 
void remove_zombie (const monster &critter)
 
void clear_zombies ()
 Redirects to the creature_tracker clear() function. More...
 
bool spawn_hallucination (const tripoint &p)
 Spawns a hallucination at a determined position. More...
 
bool swap_critters (Creature &, Creature &)
 Swaps positions of two creatures. More...
 
Creature_range all_creatures ()
 Returns an anonymous range that contains all creatures. More...
 
monster_range all_monsters ()
 Same as all_creatures but iterators only over monsters. More...
 
npc_range all_npcs ()
 Same as all_creatures but iterators only over npcs. More...
 
std::vector< Creature * > get_creatures_if (const std::function< bool(const Creature &)> &pred)
 Returns all creatures matching a predicate. More...
 
std::vector< npc * > get_npcs_if (const std::function< bool(const npc &)> &pred)
 
Creatureget_creature_if (const std::function< bool(const Creature &)> &pred)
 Returns a creature matching a predicate. More...
 
bool is_empty (const tripoint &p)
 Returns true if there is no player, NPC, or monster on the tile and move_cost > 0. More...
 
bool is_in_sunlight (const tripoint &p)
 Returns true if p is outdoors and it is sunny. More...
 
bool is_sheltered (const tripoint &p)
 Returns true if p is indoors, underground, or in a car. More...
 
bool revive_corpse (const tripoint &p, item &it)
 Revives a corpse at given location. More...
 
void save_cyborg (item *cyborg, const tripoint &couch_pos, player &installer)
 Turns Broken Cyborg monster into Cyborg NPC via surgery. More...
 
bool cancel_activity_query (const std::string &text)
 Asks if the player wants to cancel their activity, and if so cancels it. More...
 
bool cancel_activity_or_ignore_query (distraction_type type, const std::string &text)
 Asks if the player wants to cancel their activity and if so cancels it. More...
 
void moving_vehicle_dismount (const tripoint &dest_loc)
 Handles players exiting from moving vehicles. More...
 
vehicleremoteveh ()
 Returns the current remotely controlled vehicle. More...
 
void setremoteveh (vehicle *veh)
 Sets the current remotely controlled vehicle. More...
 
int assign_mission_id ()
 Returns the next available mission id. More...
 
npcfind_npc (character_id id)
 Find the npc with the given ID. More...
 
void load_npcs ()
 Makes any nearby NPCs on the overmap active. More...
 
void reload_npcs ()
 Unloads, then loads the NPCs. More...
 
const kill_trackerget_kill_tracker () const
 
void add_npc_follower (const character_id &id)
 Add follower id to set of followers. More...
 
void remove_npc_follower (const character_id &id)
 Remove follower id from follower set. More...
 
std::set< character_idget_follower_list ()
 Get set of followers. More...
 
void validate_npc_followers ()
 validate list of followers to account for overmap buffers More...
 
void validate_mounted_npcs ()
 
void validate_linked_vehicles ()
 validate towed vehicles so they get linked up again after a load More...
 
void validate_camps ()
 validate camps to ensure they are on the overmap list More...
 
void autopilot_vehicles ()
 process vehicles that are following the player More...
 
void catch_a_monster (monster *fish, const tripoint &pos, player *p, const time_duration &catch_duration)
 Picks and spawns a random fish from the remaining fish list when a fish is caught. More...
 
std::unordered_set< tripointget_fishable_locations (int distance, const tripoint &fish_pos)
 Get the contiguous fishable locations starting at fish_pos, out to the specificed distance. More...
 
std::vector< monster * > get_fishable_monsters (std::unordered_set< tripoint > &fishable_locations)
 Get the fishable monsters within the provided fishable locations. More...
 
void fling_creature (Creature *c, const units::angle &dir, float flvel, bool controlled=false, bool suppress_map_update=false)
 Flings the input creature in the given direction. More...
 
float natural_light_level (int zlev) const
 
unsigned char light_level (int zlev) const
 Returns coarse number-of-squares of visibility at the current light level. More...
 
void reset_light_level ()
 
character_id assign_npc_id ()
 
Creatureis_hostile_nearby ()
 
Creatureis_hostile_very_close ()
 
point update_map (player &p)
 
point update_map (int &x, int &y)
 
void update_overmap_seen ()
 
void process_artifact (item &it, player &p)
 
void add_artifact_messages (const std::vector< art_effect_passive > &effects)
 
void add_artifact_dreams ()
 
void peek ()
 
void peek (const tripoint &p)
 
cata::optional< tripointlook_debug ()
 
bool check_zone (const zone_type_id &type, const tripoint &where) const
 
bool check_near_zone (const zone_type_id &type, const tripoint &where) const
 Checks whether or not there is a zone of particular type nearby. More...
 
bool is_zones_manager_open () const
 
void zones_manager ()
 
cata::optional< tripointlook_around ()
 
look_around_result look_around (bool show_window, tripoint &center, const tripoint &start_point, bool has_first_point, bool select_zone, bool peeking, bool is_moving_zone=false, const tripoint &end_point=tripoint_zero)
 
void pre_print_all_tile_info (const tripoint &lp, const catacurses::window &w_info, int &line, int last_line, const visibility_variables &cache)
 
void print_all_tile_info (const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line, int last_line, const visibility_variables &cache)
 
void draw_look_around_cursor (const tripoint &lp, const visibility_variables &cache)
 
void extended_description (const tripoint &p)
 Long description of (visible) things at tile. More...
 
void draw_trail_to_square (const tripoint &t, bool bDrawX)
 
int inventory_item_menu (item_location locThisItem, const std::function< int()> &startx=[]() { return 0;}, const std::function< int()> &width=[]() { return 50;}, inventory_item_menu_positon position=RIGHT_OF_INFO)
 
item_location inv_map_splice (item_filter filter, const std::string &title, int radius=0, const std::string &none_message="")
 Custom-filtered menu for inventory and nearby items and those that within specified radius. More...
 
bool has_gametype () const
 
special_game_id gametype () const
 
void toggle_fullscreen ()
 
void toggle_pixel_minimap ()
 
void reload_tileset ()
 
void temp_exit_fullscreen ()
 
void reenter_fullscreen ()
 
void zoom_in ()
 
void zoom_out ()
 
void reset_zoom ()
 
void set_zoom (int level)
 
int get_zoom () const
 
int get_moves_since_last_save () const
 
int get_user_action_counter () const
 
bool take_screenshot (const std::string &file_path) const
 Saves a screenshot of the current viewport, as a PNG file, to the given location. More...
 
bool take_screenshot () const
 Saves a screenshot of the current viewport, as a PNG file. More...
 
int get_levx () const
 The top left corner of the reality bubble (in submaps coordinates). More...
 
int get_levy () const
 
int get_levz () const
 
void load_map (const tripoint &pos_sm)
 Load the main map at given location, see map::load, in global, absolute submap coordinates. More...
 
void load_map (const tripoint_abs_sm &pos_sm)
 
overmapget_cur_om () const
 The overmap which contains the center submap of the reality bubble. More...
 
std::vector< npc * > allies ()
 Get all living player allies. More...
 
void set_driving_view_offset (const point &p)
 
void calc_driving_offset (vehicle *veh=nullptr)
 
void open_gate (const tripoint &p)
 
void knockback (const tripoint &s, const tripoint &t, int force, int stun, int dam_mult)
 
void knockback (std::vector< tripoint > &traj, int stun, int dam_mult)
 
void draw_bullet (const tripoint &t, int i, const std::vector< tripoint > &trajectory, char bullet)
 
void draw_hit_mon (const tripoint &p, const monster &m, bool dead=false)
 
void draw_hit_player (const Character &p, int dam)
 
void draw_line (const tripoint &p, const tripoint &center_point, const std::vector< tripoint > &points, bool noreveal=false)
 
void draw_line (const tripoint &p, const std::vector< tripoint > &points)
 
void draw_weather (const weather_printable &wPrint)
 
void draw_sct ()
 
void draw_zones (const tripoint &start, const tripoint &end, const tripoint &offset)
 
void draw_critter (const Creature &critter, const tripoint &center)
 
void draw_critter_highlighted (const Creature &critter, const tripoint &center)
 
void draw_cursor (const tripoint &p)
 
void draw_highlight (const tripoint &p)
 
void draw_radiation_override (const tripoint &p, int rad)
 
void draw_terrain_override (const tripoint &p, const ter_id &id)
 
void draw_furniture_override (const tripoint &p, const furn_id &id)
 
void draw_graffiti_override (const tripoint &p, bool has)
 
void draw_trap_override (const tripoint &p, const trap_id &id)
 
void draw_field_override (const tripoint &p, const field_type_id &id)
 
void draw_item_override (const tripoint &p, const itype_id &id, const mtype_id &mid, bool hilite)
 
void draw_vpart_override (const tripoint &p, const vpart_id &id, int part_mod, units::angle veh_dir, bool hilite, const point &mount)
 
void draw_below_override (const tripoint &p, bool draw)
 
void draw_monster_override (const tripoint &p, const mtype_id &id, int count, bool more, Creature::Attitude att)
 
bool is_in_viewport (const tripoint &p, int margin=0) const
 
bool check_safe_mode_allowed (bool repeat_safe_mode_warnings=true)
 Check whether movement is allowed according to safe mode settings. More...
 
void set_safe_mode (safe_mode_type mode)
 
void exam_vehicle (vehicle &veh, const point &cp=point_zero)
 open vehicle interaction screen More...
 
bool forced_door_closing (const tripoint &p, const ter_id &door_type, int bash_dmg)
 
bool load (const std::string &world)
 Attempt to load first valid save (if any) in world. More...
 
bool npc_menu (npc &who)
 Returns true if the menu handled stuff and player shouldn't do anything else. More...
 
bool phasing_move (const tripoint &dest, bool via_ramp=false)
 
bool walk_move (const tripoint &dest, bool via_ramp=false)
 
void on_move_effects ()
 
void reload (item_location &loc, bool prompt=false, bool empty=true)
 
void reload_item ()
 
void reload_wielded (bool prompt=false)
 
void reload_weapon (bool try_everything=true)
 
point place_player (const tripoint &dest)
 
void place_player_overmap (const tripoint_abs_omt &om_dest)
 
bool unload (item_location loc)
 
unsigned int get_seed () const
 
void set_npcs_dirty ()
 If invoked, NPCs will be reloaded before next turn. More...
 
void set_critter_died ()
 If invoked, dead will be cleaned this turn. More...
 
void mon_info (const catacurses::window &, int hor_padding=0)
 
void mon_info_update ()
 
void cleanup_dead ()
 
bool is_dangerous_tile (const tripoint &dest_loc) const
 
std::vector< std::string > get_dangerous_tile (const tripoint &dest_loc) const
 
bool prompt_dangerous_tile (const tripoint &dest_loc) const
 
void despawn_monster (monster &critter)
 Despawn a specific monster, it's stored on the overmap. More...
 
void win ()
 Marks the game as won. More...
 
bool disable_robot (const tripoint &p)
 If there is a robot (that can be disabled), query the player and try to disable it. More...
 
void draw_pixel_minimap (const catacurses::window &w)
 
void quicksave ()
 
void disp_NPCs ()
 
void list_missions ()
 
event_busevents ()
 
stats_trackerstats ()
 
memorial_loggermemorial ()
 
spell_eventsspell_events_subscriber ()
 
void display_toggle_overlay (action_id)
 
bool display_overlay_state (action_id)
 
void toggle_debug_hour_timer ()
 
tripoint mouse_edge_scrolling_terrain (input_context &ctxt)
 Used to implement mouse "edge scrolling". More...
 
tripoint mouse_edge_scrolling_overmap (input_context &ctxt)
 This variant is suitable for the overmap. More...
 
void shift_destination_preview (const point &delta)
 
bool slip_down ()
 Checks if player is able to successfully climb to/from some terrain and not slip down. More...
 
monsterplace_critter_at (const mtype_id &id, const tripoint &p)
 Adds critters to the reality bubble, creating them if necessary. More...
 
monsterplace_critter_at (const shared_ptr_fast< monster > &mon, const tripoint &p)
 
monsterplace_critter_around (const mtype_id &id, const tripoint &center, int radius)
 
monsterplace_critter_around (const shared_ptr_fast< monster > &mon, const tripoint &center, int radius, bool forced=false)
 
monsterplace_critter_within (const mtype_id &id, const tripoint_range< tripoint > &range)
 
monsterplace_critter_within (const shared_ptr_fast< monster > &mon, const tripoint_range< tripoint > &range)
 

Public Attributes

mapm
 
avataru
 
scent_mapscent
 
timed_event_managertimed_events
 
pimpl< Creature_trackercritter_tracker
 
pimpl< faction_managerfaction_manager_ptr
 
pimpl< drop_token_providertoken_provider_ptr
 
quit_status uquit
 Used in main.cpp to determine what type of quit is being performed. More...
 
bool new_game = false
 True if the game has just started or loaded, else false. More...
 
const scenarioscen
 
std::vector< monstercoming_to_stairs
 
int monstairz = 0
 
tripoint ter_view_p
 
catacurses::window w_terrain
 
catacurses::window w_overmap
 
catacurses::window w_omlegend
 
catacurses::window w_minimap
 
catacurses::window w_pixel_minimap
 
point driving_view_offset
 
bool debug_pathfinding = false
 
bool debug_submap_grid_overlay = false
 
Creaturedisplaying_visibility_creature
 Creature for which to display the visibility map. More...
 
int displaying_lighting_condition = 0
 Type of lighting condition overlay to display. More...
 
bool show_panel_adm = false
 
bool right_sidebar = false
 
bool fullscreen = false
 
bool was_fullscreen = false
 
bool auto_travel_mode = false
 
bool queue_screenshot = false
 
safe_mode_type safe_mode
 
int turnssincelastmon = 0
 
int mostseen = 0
 

Protected Member Functions

void load_data_from_dir (const std::string &path, const std::string &src, loading_ui &ui)
 Loads dynamic data from the given directory. More...
 

Private Types

enum class  vmenu_ret : int { CHANGE_TAB , QUIT , FIRE }
 

Private Member Functions

void unload_npcs ()
 Unloads all NPCs. More...
 
bool load (const save_t &name)
 
void load_master ()
 
bool start_game ()
 
bool save_factions_missions_npcs ()
 
void reset_npc_dispositions ()
 
void serialize_master (std::ostream &fout)
 
bool save_artifacts ()
 
bool save_maps ()
 
void init_autosave ()
 
void create_starting_npcs ()
 
vehicleplace_vehicle_nearby (const vproto_id &id, const point_abs_omt &origin, int min_distance, int max_distance, const std::vector< std::string > &omt_search_types={})
 
void list_items_monsters ()
 
game::vmenu_ret list_items (const std::vector< map_item_stack > &item_list)
 
std::vector< map_item_stackfind_nearby_items (int iRadius)
 
void reset_item_list_state (const catacurses::window &window, int height, bool bRadiusSort)
 
game::vmenu_ret list_monsters (const std::vector< Creature * > &monster_list)
 
bool grabbed_move (const tripoint &dp)
 Check for dangerous stuff at dest_loc, return false if the player decides not to step there. More...
 
bool grabbed_veh_move (const tripoint &dp)
 
bool grabbed_furn_move (const tripoint &dp)
 
void control_vehicle ()
 
void examine (const tripoint &p)
 
void examine ()
 
void pickup ()
 
void pickup (const tripoint &p)
 
void pickup_feet ()
 
void drop ()
 
void drop_in_direction ()
 
void butcher ()
 
void wield ()
 
void wield (item_location &loc)
 
void chat ()
 
void print_fields_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line)
 
void print_terrain_info (const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line)
 
void print_trap_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line)
 
void print_creature_info (const Creature *creature, const catacurses::window &w_look, int column, int &line, int last_line)
 
void print_vehicle_info (const vehicle *veh, int veh_part, const catacurses::window &w_look, int column, int &line, int last_line)
 
void print_visibility_info (const catacurses::window &w_look, int column, int &line, visibility_type visibility)
 
void print_items_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
 
void print_graffiti_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
 
input_context get_player_input (std::string &action)
 
void replace_stair_monsters ()
 
void update_stair_monsters ()
 
void shift_monsters (const tripoint &shift)
 Shift all active monsters, the shift vector is the number of shifted submaps. More...
 
void perhaps_add_random_npc ()
 
void monmove ()
 
void overmap_npc_move ()
 
void process_voluntary_act_interrupt ()
 
void process_activity ()
 
void handle_key_blocking_activity ()
 
void open_consume_item_menu ()
 
bool handle_action ()
 
bool try_get_right_click_action (action_id &act, const tripoint &mouse_target)
 
bool try_get_left_click_action (action_id &act, const tripoint &mouse_target)
 
void item_action_menu ()
 
bool is_game_over ()
 
void death_screen ()
 
void win_screen ()
 
void draw_minimap ()
 
void autosave ()
 
void quickload ()
 
bool handle_mouseview (input_context &ctxt, std::string &action)
 
void display_faction_epilogues ()
 
void disp_NPC_epilogues ()
 
void display_scent ()
 
void display_temperature ()
 
void display_vehicle_ai ()
 
void display_visibility ()
 
void display_lighting ()
 
void display_radiation ()
 
void display_transparency ()
 
Creatureis_hostile_within (int distance)
 
void move_save_to_graveyard (const std::string &dirname)
 
bool save_player_data ()
 
std::pair< tripoint, tripointmouse_edge_scrolling (input_context &ctxt, int speed, const tripoint &last, bool iso)
 

Private Attributes

bool is_looking = false
 
std::vector< weak_ptr_fast< draw_callback_t > > draw_callbacks
 
cata::optional< action_iddisplaying_overlays
 
class game::debug_hour_timer debug_hour_timer
 
pimpl< mapmap_ptr
 
pimpl< avataru_ptr
 
pimpl< live_viewliveview_ptr
 
live_viewliveview
 
pimpl< scent_mapscent_ptr
 
pimpl< timed_event_managertimed_event_manager_ptr
 
pimpl< event_busevent_bus_ptr
 
pimpl< stats_trackerstats_tracker_ptr
 
pimpl< achievements_trackerachievements_tracker_ptr
 
pimpl< kill_trackerkill_tracker_ptr
 
pimpl< memorial_loggermemorial_logger_ptr
 
pimpl< spell_eventsspell_events_ptr
 
pimpl< distribution_grid_trackergrid_tracker_ptr
 
pimpl< weather_managerweather_manager_ptr
 
shared_ptr_fast< playeru_shared_ptr
 
catacurses::window w_terrain_ptr
 
catacurses::window w_minimap_ptr
 
std::string sFilter
 
std::string list_item_upvote
 
std::string list_item_downvote
 
bool safe_mode_warning_logged = false
 
bool bVMonsterLookFire = false
 
character_id next_npc_id
 
std::list< shared_ptr_fast< npc > > active_npc
 
int next_mission_id = 0
 
std::set< character_idfollower_ids
 
int moves_since_last_save = 0
 
time_t last_save_timestamp
 
std::array< float, OVERMAP_LAYERSlatest_lightlevels
 
time_point remoteveh_cache_time
 
vehicleremoteveh_cache
 
bool npcs_dirty = false
 Has a NPC been spawned since last load? More...
 
bool critter_died = false
 Has anything died in this turn and needs to be cleaned up? More...
 
bool first_redraw_since_waiting_started = true
 Is this the first redraw since waiting (sleeping or activity) started. More...
 
bool zones_manager_open = false
 Is Zone manager open or not - changes graphics of some zone tiles. More...
 
std::unique_ptr< special_gamegamemode
 
int user_action_counter = 0
 
int tileset_zoom = 0
 How far the tileset should be zoomed out, 16 is default. More...
 
unsigned int seed = 0
 Seed for all the random numbers that should have consistent randomness (weather). More...
 
std::vector< tripointdestination_preview
 
std::chrono::time_point< std::chrono::steady_clock > last_mouse_edge_scroll
 
tripoint last_mouse_edge_scroll_vector_terrain
 
tripoint last_mouse_edge_scroll_vector_overmap
 
weak_ptr_fast< ui_adaptormain_ui_adaptor
 
std::unique_ptr< static_popupwait_popup
 

Friends

class editmap
 
class advanced_inventory
 
class main_menu
 
class monster_range
 
class Creature_range
 
distribution_grid_trackerget_distribution_grid_tracker ()
 Returns distribution grid tracker that is a part of the global game *g. More...
 
mapget_map ()
 
Characterget_player_character ()
 
avatarget_avatar ()
 
weather_managerget_weather ()
 

Detailed Description

Definition at line 143 of file game.h.

Member Enumeration Documentation

◆ inventory_item_menu_positon

Enumerator
RIGHT_TERMINAL_EDGE 
LEFT_OF_INFO 
RIGHT_OF_INFO 
LEFT_TERMINAL_EDGE 

Definition at line 611 of file game.h.

611 {
616 };
@ LEFT_OF_INFO
Definition: game.h:613
@ RIGHT_OF_INFO
Definition: game.h:614
@ RIGHT_TERMINAL_EDGE
Definition: game.h:612
@ LEFT_TERMINAL_EDGE
Definition: game.h:615

◆ vmenu_ret

enum class game::vmenu_ret : int
strongprivate
Enumerator
CHANGE_TAB 
QUIT 
FIRE 

Definition at line 805 of file game.h.

805 : int {
806 CHANGE_TAB,
807 QUIT,
808 FIRE, // Who knew, apparently you can do that in list_monsters
809 };

Constructor & Destructor Documentation

◆ game()

game::game ( )

Definition at line 287 of file game.cpp.

287 :
289 scent_ptr( *this ),
292 m( *map_ptr ),
293 u( *u_ptr ),
294 scent( *scent_ptr ),
296 uquit( QUIT_NO ),
297 new_game( false ),
299 mostseen( 0 ),
302 next_npc_id( 1 ),
303 next_mission_id( 1 ),
307 seed( 0 ),
308 last_mouse_edge_scroll( std::chrono::steady_clock::now() )
309{
317 world_generator = std::make_unique<worldfactory>();
318 // do nothing, everything that was in here is moved to init_data() which is called immediately after g = new game; in main.cpp
319 // The reason for this move is so that g is not uninitialized when it gets to installing the parts into vehicles.
320}
void subscribe(event_subscriber *)
Definition: event_bus.cpp:39
int mostseen
Definition: game.h:1071
pimpl< spell_events > spell_events_ptr
Definition: game.h:1006
safe_mode_type safe_mode
Definition: game.h:1068
bool safe_mode_warning_logged
Definition: game.h:1082
pimpl< timed_event_manager > timed_event_manager_ptr
Definition: game.h:1000
std::chrono::time_point< std::chrono::steady_clock > last_mouse_edge_scroll
Definition: game.h:1116
quit_status uquit
Used in main.cpp to determine what type of quit is being performed.
Definition: game.h:1026
event_bus & events()
Definition: game.cpp:3092
pimpl< stats_tracker > stats_tracker_ptr
Definition: game.h:1002
character_id next_npc_id
Definition: game.h:1084
pimpl< kill_tracker > kill_tracker_ptr
Definition: game.h:1004
void reset_light_level()
Definition: game.cpp:3936
pimpl< memorial_logger > memorial_logger_ptr
Definition: game.h:1005
shared_ptr_fast< player > u_shared_ptr
Definition: game.h:1073
pimpl< map > map_ptr
Definition: game.h:995
bool first_redraw_since_waiting_started
Is this the first redraw since waiting (sleeping or activity) started.
Definition: game.h:1099
pimpl< live_view > liveview_ptr
Definition: game.h:997
pimpl< achievements_tracker > achievements_tracker_ptr
Definition: game.h:1003
pimpl< scent_map > scent_ptr
Definition: game.h:999
timed_event_manager & timed_events
Definition: game.h:1014
unsigned int seed
Seed for all the random numbers that should have consistent randomness (weather).
Definition: game.h:1111
int next_mission_id
Definition: game.h:1086
bool new_game
True if the game has just started or loaded, else false.
Definition: game.h:1028
pimpl< distribution_grid_tracker > grid_tracker_ptr
Definition: game.h:1007
map & m
Definition: game.h:1011
avatar & u
Definition: game.h:1012
scent_map & scent
Definition: game.h:1013
int user_action_counter
Definition: game.h:1105
live_view & liveview
Definition: game.h:998
int tileset_zoom
How far the tileset should be zoomed out, 16 is default.
Definition: game.h:1108
pimpl< avatar > u_ptr
Definition: game.h:996
time_point remoteveh_cache_time
Definition: game.h:1092
static void achievement_attained(const achievement *a)
Definition: game.cpp:280
static constexpr int DEFAULT_TILESET_ZOOM
Definition: game.h:41
@ SAFE_MODE_ON
Definition: game.h:78
@ QUIT_NO
Definition: game.h:68
mapbuffer MAPBUFFER
Definition: mapbuffer.cpp:40
const time_point before_time_starts
A time point that is always before the current turn, even when the game has just started.
Definition: calendar.cpp:25
For use with smart pointers when you don't actually want the deleter to do anything.
Definition: cata_utility.h:28
std::unique_ptr< worldfactory > world_generator

References achievements_tracker_ptr, events(), first_redraw_since_waiting_started, kill_tracker_ptr, memorial_logger_ptr, reset_light_level(), spell_events_ptr, stats_tracker_ptr, event_bus::subscribe(), and world_generator.

◆ ~game()

game::~game ( )
default

Member Function Documentation

◆ add_artifact_dreams()

void game::add_artifact_dreams ( )

Definition at line 12390 of file game.cpp.

12391{
12392 //If player is sleeping, get a dream from a carried artifact
12393 //Don't need to check that player is sleeping here, that's done before calling
12394 std::list<item *> art_items = g->u.get_artifact_items();
12395 std::vector<item *> valid_arts;
12396 std::vector<std::vector<std::string>>
12397 valid_dreams; // Tracking separately so we only need to check its req once
12398 //Pull the list of dreams
12399 add_msg( m_debug, "Checking %s carried artifacts", art_items.size() );
12400 for( auto &it : art_items ) {
12401 //Pick only the ones with an applicable dream
12402 const cata::value_ptr<islot_artifact> &art = it->type->artifact;
12403 if( art && art->charge_req != ACR_NULL &&
12404 ( it->ammo_remaining() < it->ammo_capacity() ||
12405 it->ammo_capacity() == 0 ) ) { //or max 0 in case of wacky mod shenanigans
12406 add_msg( m_debug, "Checking artifact %s", it->tname() );
12407 if( check_art_charge_req( *it ) ) {
12408 add_msg( m_debug, " Has freq %s,%s", art->dream_freq_met, art->dream_freq_unmet );
12409 if( art->dream_freq_met > 0 && x_in_y( art->dream_freq_met, 100 ) ) {
12410 add_msg( m_debug, "Adding met dream from %s", it->tname() );
12411 valid_arts.push_back( it );
12412 valid_dreams.push_back( art->dream_msg_met );
12413 }
12414 } else {
12415 add_msg( m_debug, " Has freq %s,%s", art->dream_freq_met, art->dream_freq_unmet );
12416 if( art->dream_freq_unmet > 0 && x_in_y( art->dream_freq_unmet, 100 ) ) {
12417 add_msg( m_debug, "Adding unmet dream from %s", it->tname() );
12418 valid_arts.push_back( it );
12419 valid_dreams.push_back( art->dream_msg_unmet );
12420 }
12421 }
12422 }
12423 }
12424 if( !valid_dreams.empty() ) {
12425 add_msg( m_debug, "Found %s valid artifact dreams", valid_dreams.size() );
12426 const int selected = rng( 0, valid_arts.size() - 1 );
12427 auto it = valid_arts[selected];
12428 auto msg = random_entry( valid_dreams[selected] );
12429 const std::string &dream = string_format( _( msg ), it->tname() );
12430 add_msg( dream );
12431 } else {
12432 add_msg( m_debug, "Didn't have any dreams, sorry" );
12433 }
12434}
units::quantity< V, B > rng(const units::quantity< V, B > &min, const units::quantity< V, B > &max)
Definition: artifact.cpp:32
@ ACR_NULL
Definition: artifact.h:79
bool x_in_y(const time_duration &a, const time_duration &b)
Definition: calendar.cpp:521
This class is essentially a copyable unique pointer.
Definition: value_ptr.h:19
@ m_debug
Definition: enums.h:264
std::unique_ptr< game > g
Definition: game.cpp:270
bool check_art_charge_req(item &it)
Definition: game.cpp:12093
void add_msg(std::string msg)
Definition: messages.cpp:884
V random_entry(const C &container, D default_value)
Returns a random entry in the container.
Definition: rng.h:88
std::string string_format(std::string format, Args &&...args)
Simple wrapper over string_formatter::parse.
#define _(msg)
Definition: translations.h:116

References _, ACR_NULL, add_msg(), check_art_charge_req(), g, m_debug, random_entry(), rng(), string_format(), and x_in_y().

Referenced by do_turn().

◆ add_artifact_messages()

void game::add_artifact_messages ( const std::vector< art_effect_passive > &  effects)

Definition at line 12212 of file game.cpp.

12213{
12214 int net_str = 0;
12215 int net_dex = 0;
12216 int net_per = 0;
12217 int net_int = 0;
12218 int net_speed = 0;
12219
12220 for( auto &i : effects ) {
12221 switch( i ) {
12222 case AEP_STR_UP:
12223 net_str += 4;
12224 break;
12225 case AEP_DEX_UP:
12226 net_dex += 4;
12227 break;
12228 case AEP_PER_UP:
12229 net_per += 4;
12230 break;
12231 case AEP_INT_UP:
12232 net_int += 4;
12233 break;
12234 case AEP_ALL_UP:
12235 net_str += 2;
12236 net_dex += 2;
12237 net_per += 2;
12238 net_int += 2;
12239 break;
12240 case AEP_STR_DOWN:
12241 net_str -= 3;
12242 break;
12243 case AEP_DEX_DOWN:
12244 net_dex -= 3;
12245 break;
12246 case AEP_PER_DOWN:
12247 net_per -= 3;
12248 break;
12249 case AEP_INT_DOWN:
12250 net_int -= 3;
12251 break;
12252 case AEP_ALL_DOWN:
12253 net_str -= 2;
12254 net_dex -= 2;
12255 net_per -= 2;
12256 net_int -= 2;
12257 break;
12258
12259 case AEP_SPEED_UP:
12260 net_speed += 20;
12261 break;
12262 case AEP_SPEED_DOWN:
12263 net_speed -= 20;
12264 break;
12265
12266 case AEP_PBLUE:
12267 break; // No message
12268
12269 case AEP_SNAKES:
12270 add_msg( m_warning, _( "Your skin feels slithery." ) );
12271 break;
12272
12273 case AEP_INVISIBLE:
12274 add_msg( m_good, _( "You fade into invisibility!" ) );
12275 break;
12276
12277 case AEP_CLAIRVOYANCE:
12279 add_msg( m_good, _( "You can see through walls!" ) );
12280 break;
12281
12283 add_msg( m_good, _( "You can see through everything!" ) );
12284 break;
12285
12286 case AEP_STEALTH:
12287 add_msg( m_good, _( "Your steps stop making noise." ) );
12288 break;
12289
12290 case AEP_GLOW:
12291 add_msg( _( "A glow of light forms around you." ) );
12292 break;
12293
12294 case AEP_PSYSHIELD:
12295 add_msg( m_good, _( "Your mental state feels protected." ) );
12296 break;
12297
12299 add_msg( m_good, _( "You feel insulated." ) );
12300 break;
12301
12302 case AEP_CARRY_MORE:
12303 add_msg( m_good, _( "Your back feels strengthened." ) );
12304 break;
12305
12306 case AEP_FUN:
12307 add_msg( m_good, _( "You feel a pleasant tingle." ) );
12308 break;
12309
12310 case AEP_HUNGER:
12311 add_msg( m_warning, _( "You feel hungry." ) );
12312 break;
12313
12314 case AEP_THIRST:
12315 add_msg( m_warning, _( "You feel thirsty." ) );
12316 break;
12317
12318 case AEP_EVIL:
12319 add_msg( m_warning, _( "You feel an evil presence…" ) );
12320 break;
12321
12322 case AEP_SCHIZO:
12323 add_msg( m_bad, _( "You feel a tickle of insanity." ) );
12324 break;
12325
12326 case AEP_RADIOACTIVE:
12327 add_msg( m_warning, _( "Your skin prickles with radiation." ) );
12328 break;
12329
12330 case AEP_MUTAGENIC:
12331 add_msg( m_bad, _( "You feel your genetic makeup degrading." ) );
12332 break;
12333
12334 case AEP_ATTENTION:
12335 add_msg( m_warning, _( "You feel an otherworldly attention upon you…" ) );
12336 break;
12337
12338 case AEP_FORCE_TELEPORT:
12339 add_msg( m_bad, _( "You feel a force pulling you inwards." ) );
12340 break;
12341
12342 case AEP_MOVEMENT_NOISE:
12343 add_msg( m_warning, _( "You hear a rattling noise coming from inside yourself." ) );
12344 break;
12345
12346 case AEP_BAD_WEATHER:
12347 add_msg( m_warning, _( "You feel storms coming." ) );
12348 break;
12349
12350 case AEP_SICK:
12351 add_msg( m_bad, _( "You feel unwell." ) );
12352 break;
12353
12354 case AEP_SMOKE:
12355 add_msg( m_warning, _( "A cloud of smoke appears." ) );
12356 break;
12357 default:
12358 //Suppress warnings
12359 break;
12360 }
12361 }
12362
12363 std::string stat_info;
12364 if( net_str != 0 ) {
12365 stat_info += string_format( _( "Str %s%d! " ),
12366 ( net_str > 0 ? "+" : "" ), net_str );
12367 }
12368 if( net_dex != 0 ) {
12369 stat_info += string_format( _( "Dex %s%d! " ),
12370 ( net_dex > 0 ? "+" : "" ), net_dex );
12371 }
12372 if( net_int != 0 ) {
12373 stat_info += string_format( _( "Int %s%d! " ),
12374 ( net_int > 0 ? "+" : "" ), net_int );
12375 }
12376 if( net_per != 0 ) {
12377 stat_info += string_format( _( "Per %s%d! " ),
12378 ( net_per > 0 ? "+" : "" ), net_per );
12379 }
12380
12381 if( !stat_info.empty() ) {
12382 add_msg( m_neutral, stat_info );
12383 }
12384
12385 if( net_speed != 0 ) {
12386 add_msg( m_info, _( "Speed %s%d!" ), ( net_speed > 0 ? "+" : "" ), net_speed );
12387 }
12388}
@ m_good
Definition: enums.h:253
@ m_neutral
Definition: enums.h:260
@ m_info
Definition: enums.h:258
@ m_bad
Definition: enums.h:254
@ m_warning
Definition: enums.h:257
@ AEP_GLOW
Definition: enums.h:115
@ AEP_MUTAGENIC
Definition: enums.h:130
@ AEP_ALL_UP
Definition: enums.h:106
@ AEP_INT_UP
Definition: enums.h:105
@ AEP_INT_DOWN
Definition: enums.h:135
@ AEP_PER_UP
Definition: enums.h:104
@ AEP_PSYSHIELD
Definition: enums.h:116
@ AEP_CLAIRVOYANCE_PLUS
Definition: enums.h:142
@ AEP_MOVEMENT_NOISE
Definition: enums.h:139
@ AEP_STEALTH
Definition: enums.h:113
@ AEP_CARRY_MORE
Definition: enums.h:118
@ AEP_THIRST
Definition: enums.h:125
@ AEP_SPEED_UP
Definition: enums.h:107
@ AEP_EVIL
Definition: enums.h:127
@ AEP_ALL_DOWN
Definition: enums.h:136
@ AEP_DEX_UP
Definition: enums.h:103
@ AEP_SCHIZO
Definition: enums.h:128
@ AEP_DEX_DOWN
Definition: enums.h:133
@ AEP_FUN
Definition: enums.h:120
@ AEP_PER_DOWN
Definition: enums.h:134
@ AEP_FORCE_TELEPORT
Definition: enums.h:138
@ AEP_ATTENTION
Definition: enums.h:131
@ AEP_RADIOACTIVE
Definition: enums.h:129
@ AEP_SUPER_CLAIRVOYANCE
Definition: enums.h:112
@ AEP_BAD_WEATHER
Definition: enums.h:140
@ AEP_SICK
Definition: enums.h:141
@ AEP_CLAIRVOYANCE
Definition: enums.h:111
@ AEP_INVISIBLE
Definition: enums.h:110
@ AEP_STR_UP
Definition: enums.h:102
@ AEP_STR_DOWN
Definition: enums.h:132
@ AEP_HUNGER
Definition: enums.h:124
@ AEP_RESIST_ELECTRICITY
Definition: enums.h:117
@ AEP_PBLUE
Definition: enums.h:108
@ AEP_SPEED_DOWN
Definition: enums.h:137
@ AEP_SNAKES
Definition: enums.h:109
@ AEP_SMOKE
Definition: enums.h:126

References _, add_msg(), AEP_ALL_DOWN, AEP_ALL_UP, AEP_ATTENTION, AEP_BAD_WEATHER, AEP_CARRY_MORE, AEP_CLAIRVOYANCE, AEP_CLAIRVOYANCE_PLUS, AEP_DEX_DOWN, AEP_DEX_UP, AEP_EVIL, AEP_FORCE_TELEPORT, AEP_FUN, AEP_GLOW, AEP_HUNGER, AEP_INT_DOWN, AEP_INT_UP, AEP_INVISIBLE, AEP_MOVEMENT_NOISE, AEP_MUTAGENIC, AEP_PBLUE, AEP_PER_DOWN, AEP_PER_UP, AEP_PSYSHIELD, AEP_RADIOACTIVE, AEP_RESIST_ELECTRICITY, AEP_SCHIZO, AEP_SICK, AEP_SMOKE, AEP_SNAKES, AEP_SPEED_DOWN, AEP_SPEED_UP, AEP_STEALTH, AEP_STR_DOWN, AEP_STR_UP, AEP_SUPER_CLAIRVOYANCE, AEP_THIRST, m_bad, m_good, m_info, m_neutral, m_warning, and string_format().

◆ add_draw_callback()

void game::add_draw_callback ( shared_ptr_fast< draw_callback_t cb)

Definition at line 3387 of file game.cpp.

3388{
3389 draw_callbacks.erase(
3390 std::remove_if( draw_callbacks.begin(), draw_callbacks.end(),
3391 []( const weak_ptr_fast<draw_callback_t> &cbw ) {
3392 return cbw.expired();
3393 } ),
3394 draw_callbacks.end()
3395 );
3396 draw_callbacks.emplace_back( cb );
3397 cb->added = true;
3399}
void invalidate_main_ui_adaptor() const
Definition: game.cpp:3352
std::vector< weak_ptr_fast< draw_callback_t > > draw_callbacks
Definition: game.h:251
std::weak_ptr< T > weak_ptr_fast
Definition: memory_fast.h:17

References draw_callbacks, and invalidate_main_ui_adaptor().

Referenced by get_player_input(), list_items(), list_monsters(), look_around(), pickup(), and zones_manager().

◆ add_npc_follower()

void game::add_npc_follower ( const character_id id)

Add follower id to set of followers.

Definition at line 1961 of file game.cpp.

1962{
1963 follower_ids.insert( id );
1964 u.follower_ids.insert( id );
1965}
std::set< character_id > follower_ids
Definition: game.h:1087
std::set< character_id > follower_ids
Definition: player.h:637

References follower_ids, player::follower_ids, and u.

Referenced by validate_npc_followers().

◆ all_creatures()

game::Creature_range game::all_creatures ( )

Returns an anonymous range that contains all creatures.

The range allows iteration via a range-based for loop, e.g. for( Creature &critter : all_creatures() ) { ... }. One shall not store the returned range nor the iterators. One can freely remove and add creatures to the game during the iteration. Added creatures will not be iterated over.

Definition at line 12546 of file game.cpp.

12547{
12548 return Creature_range( *this );
12549}
friend class Creature_range
Definition: game.h:360

References Creature_range.

Referenced by draw_ter(), get_creature_if(), and get_creatures_if().

◆ all_monsters()

game::monster_range game::all_monsters ( )

Same as all_creatures but iterators only over monsters.

Definition at line 12551 of file game.cpp.

12552{
12553 return monster_range( *this );
12554}
friend class monster_range
Definition: game.h:359

References monster_range.

Referenced by cleanup_at_end(), disp_NPCs(), get_fishable_monsters(), monmove(), place_player_overmap(), shift_monsters(), start_game(), validate_mounted_npcs(), and vertical_move().

◆ all_npcs()

game::npc_range game::all_npcs ( )

Same as all_creatures but iterators only over npcs.

Definition at line 12556 of file game.cpp.

12557{
12558 return npc_range( *this );
12559}

Referenced by do_turn(), and get_npcs_if().

◆ allies()

std::vector< npc * > game::allies ( )

Get all living player allies.

Definition at line 12460 of file game.cpp.

12461{
12462 return get_npcs_if( [&]( const npc & guy ) {
12463 if( !guy.is_hallucination() ) {
12464 return guy.is_ally( g->u );
12465 } else {
12466 return false;
12467 }
12468 } );
12469}
std::vector< npc * > get_npcs_if(const std::function< bool(const npc &)> &pred)
Definition: game.cpp:12483
Definition: npc.h:781
bool is_hallucination() const override
Definition: npc.cpp:3260

References get_npcs_if(), and npc::is_hallucination().

◆ assign_mission_id()

int game::assign_mission_id ( )

Returns the next available mission id.

Definition at line 1949 of file game.cpp.

1950{
1951 int ret = next_mission_id;
1953 return ret;
1954}

References next_mission_id, and cata::hash64_detail::ret.

◆ assign_npc_id()

character_id game::assign_npc_id ( )

Definition at line 3944 of file game.cpp.

3945{
3947 ++next_npc_id;
3948 return ret;
3949}

References next_npc_id, and cata::hash64_detail::ret.

Referenced by load(), and start_game().

◆ autopilot_vehicles()

void game::autopilot_vehicles ( )

process vehicles that are following the player

Definition at line 1754 of file game.cpp.

1755{
1756 for( wrapped_vehicle &veh : m.get_vehicles() ) {
1757 vehicle *&v = veh.v;
1758 if( v->is_following ) {
1759 v->drive_to_local_target( m.getabs( u.pos() ), true );
1760 } else if( v->is_patrolling ) {
1761 v->autopilot_patrol();
1762 }
1763 }
1764}
const tripoint & pos() const override
Definition: character.cpp:714
tripoint getabs(const tripoint &p) const
Translates local (to this map) coordinates of a square to global absolute coordinates.
Definition: map.cpp:8215
VehicleList get_vehicles()
Definition: map.cpp:233
A vehicle as a whole with all its components.
Definition: vehicle.h:675
void autopilot_patrol()
Definition: vehicle.cpp:701
bool is_following
Definition: vehicle.h:1983
bool is_patrolling
Definition: vehicle.h:1984
void drive_to_local_target(const tripoint &target, bool follow_protocol)
Definition: vehicle.cpp:816

References vehicle::autopilot_patrol(), vehicle::drive_to_local_target(), map::get_vehicles(), map::getabs(), vehicle::is_following, vehicle::is_patrolling, m, Character::pos(), and u.

Referenced by do_turn().

◆ autosave()

void game::autosave ( )
private

Definition at line 11879 of file game.cpp.

11880{
11881 //Don't autosave if the min-autosave interval has not passed since the last autosave/quicksave.
11882 if( time( nullptr ) < last_save_timestamp + 60 * get_option<int>( "AUTOSAVE_MINUTES" ) ) {
11883 return;
11884 }
11885 quicksave(); //Driving checks are handled by quicksave()
11886}
time_t last_save_timestamp
Definition: game.h:1089
void quicksave()
Definition: game.cpp:11834

References last_save_timestamp, and quicksave().

Referenced by do_turn().

◆ butcher()

void game::butcher ( )
private

Definition at line 8581 of file game.cpp.

8582{
8583 static const std::string salvage_string = "salvage";
8584 if( u.controlling_vehicle ) {
8585 add_msg( m_info, _( "You can't butcher while driving!" ) );
8586 return;
8587 }
8588
8589 const int factor = u.max_quality( quality_id( "BUTCHER" ) );
8590 const int factorD = u.max_quality( quality_id( "CUT_FINE" ) );
8591 const std::string no_knife_msg = _( "You don't have a butchering tool." );
8592 const std::string no_corpse_msg = _( "There are no corpses here to butcher." );
8593
8594 //You can't butcher on sealed terrain- you have to smash/shovel/etc it open first
8595 if( m.has_flag( "SEALED", u.pos() ) ) {
8596 if( m.sees_some_items( u.pos(), u ) ) {
8597 add_msg( m_info, _( "You can't access the items here." ) );
8598 } else if( factor > INT_MIN || factorD > INT_MIN ) {
8599 add_msg( m_info, no_corpse_msg );
8600 } else {
8601 add_msg( m_info, no_knife_msg );
8602 }
8603 return;
8604 }
8605
8606 const item *first_item_without_tools = nullptr;
8607 // Indices of relevant items
8608 std::vector<map_stack::iterator> corpses;
8609 std::vector<map_stack::iterator> disassembles;
8610 std::vector<map_stack::iterator> salvageables;
8611 map_stack items = m.i_at( u.pos() );
8612 const inventory &crafting_inv = u.crafting_inventory();
8613
8614 // TODO: Properly handle different material whitelists
8615 // TODO: Improve quality of this section
8616 auto salvage_filter = []( item it ) {
8617 const auto usable = it.get_usable_item( salvage_string );
8618 return usable != nullptr;
8619 };
8620
8621 std::vector< item * > salvage_tools = u.items_with( salvage_filter );
8622 int salvage_tool_index = INT_MIN;
8623 item *salvage_tool = nullptr;
8624 const salvage_actor *salvage_iuse = nullptr;
8625 if( !salvage_tools.empty() ) {
8626 salvage_tool = salvage_tools.front();
8627 salvage_tool_index = u.get_item_position( salvage_tool );
8628 item *usable = salvage_tool->get_usable_item( salvage_string );
8629 salvage_iuse = dynamic_cast<const salvage_actor *>(
8630 usable->get_use( salvage_string )->get_actor_ptr() );
8631 }
8632
8633 // Reserve capacity for each to hold entire item set if necessary to prevent
8634 // reallocations later on
8635 corpses.reserve( items.size() );
8636 salvageables.reserve( items.size() );
8637 disassembles.reserve( items.size() );
8638
8639 // Split into corpses, disassemble-able, and salvageable items
8640 // It's not much additional work to just generate a corpse list and
8641 // clear it later, but does make the splitting process nicer.
8642 for( map_stack::iterator it = items.begin(); it != items.end(); ++it ) {
8643 if( it->is_corpse() ) {
8644 corpses.push_back( it );
8645 } else {
8646 if( ( salvage_tool_index != INT_MIN ) && salvage_iuse->valid_to_cut_up( *it ) ) {
8647 salvageables.push_back( it );
8648 }
8649 if( u.can_disassemble( *it, crafting_inv ).success() ) {
8650 disassembles.push_back( it );
8651 } else if( !first_item_without_tools ) {
8652 first_item_without_tools = &*it;
8653 }
8654 }
8655 }
8656
8657 // Clear corpses if butcher and dissect factors are INT_MIN
8658 if( factor == INT_MIN && factorD == INT_MIN ) {
8659 corpses.clear();
8660 }
8661
8662 if( corpses.empty() && disassembles.empty() && salvageables.empty() ) {
8663 if( factor > INT_MIN || factorD > INT_MIN ) {
8664 add_msg( m_info, no_corpse_msg );
8665 } else {
8666 add_msg( m_info, no_knife_msg );
8667 }
8668
8669 if( first_item_without_tools ) {
8670 add_msg( m_info, _( "You don't have the necessary tools to disassemble any items here." ) );
8671 // Just for the "You need x to disassemble y" messages
8672 const auto ret = u.can_disassemble( *first_item_without_tools, crafting_inv );
8673 if( !ret.success() ) {
8674 add_msg( m_info, "%s", ret.c_str() );
8675 }
8676 }
8677 return;
8678 }
8679
8680 Creature *hostile_critter = is_hostile_very_close();
8681 if( hostile_critter != nullptr ) {
8682 if( !query_yn( _( "You see %s nearby! Start butchering anyway?" ),
8683 hostile_critter->disp_name() ) ) {
8684 return;
8685 }
8686 }
8687
8688 // Magic indices for special butcher options
8689 enum : int {
8690 MULTISALVAGE = MAX_ITEM_IN_SQUARE + 1,
8691 MULTIBUTCHER,
8692 MULTIDISASSEMBLE_ONE,
8693 MULTIDISASSEMBLE_ALL,
8694 NUM_BUTCHER_ACTIONS
8695 };
8696 // What are we butchering (i.e.. which vector to pick indices from)
8697 enum {
8698 BUTCHER_CORPSE,
8699 BUTCHER_DISASSEMBLE,
8700 BUTCHER_SALVAGE,
8701 BUTCHER_OTHER // For multisalvage etc.
8702 } butcher_select = BUTCHER_CORPSE;
8703 // Index to std::vector of iterators...
8704 int indexer_index = 0;
8705
8706 // Generate the indexed stacks so we can display them nicely
8707 const auto disassembly_stacks = generate_butcher_stack_display( disassembles );
8708 const auto salvage_stacks = generate_butcher_stack_display( salvageables );
8709 // Always ask before cutting up/disassembly, but not before butchery
8710 size_t ret = 0;
8711 if( !corpses.empty() || !disassembles.empty() || !salvageables.empty() ) {
8712 uilist kmenu;
8713 kmenu.text = _( "Choose corpse to butcher / item to disassemble" );
8714
8715 size_t i = 0;
8716 // Add corpses, disassembleables, and salvagables to the UI
8717 add_corpses( kmenu, corpses, i );
8718 add_disassemblables( kmenu, disassembly_stacks, i );
8719 if( salvage_iuse && !salvageables.empty() ) {
8720 add_salvagables( kmenu, salvage_stacks, i, *salvage_iuse );
8721 }
8722
8723 if( corpses.size() > 1 ) {
8724 kmenu.addentry( MULTIBUTCHER, true, 'b', _( "Butcher everything" ) );
8725 }
8726 if( disassembles.size() > 1 ) {
8727 int time_to_disassemble = 0;
8728 int time_to_disassemble_all = 0;
8729 for( const auto &stack : disassembly_stacks ) {
8730 const int time = recipe_dictionary::get_uncraft( stack.first->typeId() ).time;
8731 time_to_disassemble += time;
8732 time_to_disassemble_all += time * stack.second;
8733 }
8734
8735 kmenu.addentry_col( MULTIDISASSEMBLE_ONE, true, 'D', _( "Disassemble everything once" ),
8736 to_string_clipped( time_duration::from_turns( time_to_disassemble / 100 ) ) );
8737 kmenu.addentry_col( MULTIDISASSEMBLE_ALL, true, 'd', _( "Disassemble everything recursively" ),
8738 to_string_clipped( time_duration::from_turns( time_to_disassemble_all / 100 ) ) );
8739 }
8740 if( salvage_iuse && salvageables.size() > 1 ) {
8741 int time_to_salvage = 0;
8742 for( const auto &stack : salvage_stacks ) {
8743 time_to_salvage += salvage_iuse->time_to_cut_up( *stack.first ) * stack.second;
8744 }
8745
8746 kmenu.addentry_col( MULTISALVAGE, true, 'z', _( "Cut up everything" ),
8747 to_string_clipped( time_duration::from_turns( time_to_salvage / 100 ) ) );
8748 }
8749
8750 kmenu.query();
8751
8752 if( kmenu.ret < 0 || kmenu.ret >= NUM_BUTCHER_ACTIONS ) {
8753 return;
8754 }
8755
8756 ret = static_cast<size_t>( kmenu.ret );
8757 if( ret >= MULTISALVAGE && ret < NUM_BUTCHER_ACTIONS ) {
8758 butcher_select = BUTCHER_OTHER;
8759 indexer_index = ret;
8760 } else if( ret < corpses.size() ) {
8761 butcher_select = BUTCHER_CORPSE;
8762 indexer_index = ret;
8763 } else if( ret < corpses.size() + disassembly_stacks.size() ) {
8764 butcher_select = BUTCHER_DISASSEMBLE;
8765 indexer_index = ret - corpses.size();
8766 } else if( ret < corpses.size() + disassembly_stacks.size() + salvage_stacks.size() ) {
8767 butcher_select = BUTCHER_SALVAGE;
8768 indexer_index = ret - corpses.size() - disassembly_stacks.size();
8769 } else {
8770 debugmsg( "Invalid butchery index: %d", ret );
8771 return;
8772 }
8773 }
8774
8775 if( !u.has_morale_to_craft() ) {
8776 if( butcher_select == BUTCHER_CORPSE || indexer_index == MULTIBUTCHER ) {
8777 add_msg( m_info,
8778 _( "You are not in the mood and the prospect of guts and blood on your hands convinces you to turn away." ) );
8779 } else {
8780 add_msg( m_info,
8781 _( "You are not in the mood and the prospect of work stops you before you begin." ) );
8782 }
8783 return;
8784 }
8785 const auto helpers = u.get_crafting_helpers( 3 );
8786 for( const npc *np : helpers ) {
8787 add_msg( m_info, _( "%s helps with this task…" ), np->name );
8788 }
8789 switch( butcher_select ) {
8790 case BUTCHER_OTHER:
8791 switch( indexer_index ) {
8792 case MULTISALVAGE:
8793 u.assign_activity( activity_id( "ACT_LONGSALVAGE" ), 0, salvage_tool_index );
8794 break;
8795 case MULTIBUTCHER:
8796 butcher_submenu( corpses );
8797 for( map_stack::iterator &it : corpses ) {
8798 u.activity.targets.emplace_back( map_cursor( u.pos() ), &*it );
8799 }
8800 break;
8801 case MULTIDISASSEMBLE_ONE:
8802 u.disassemble_all( true );
8803 break;
8804 case MULTIDISASSEMBLE_ALL:
8805 u.disassemble_all( false );
8806 break;
8807 default:
8808 debugmsg( "Invalid butchery type: %d", indexer_index );
8809 return;
8810 }
8811 break;
8812 case BUTCHER_CORPSE: {
8813 butcher_submenu( corpses, indexer_index );
8814 u.activity.targets.emplace_back( map_cursor( u.pos() ), &*corpses[indexer_index] );
8815 }
8816 break;
8817 case BUTCHER_DISASSEMBLE: {
8818 // Pick index of first item in the disassembly stack
8819 item *const target = &*disassembly_stacks[indexer_index].first;
8820 u.disassemble( item_location( map_cursor( u.pos() ), target ), true );
8821 }
8822 break;
8823 case BUTCHER_SALVAGE: {
8824 if( !salvage_iuse || !salvage_tool ) {
8825 debugmsg( "null salve_iuse or salvage_tool" );
8826 } else {
8827 // Pick index of first item in the salvage stack
8828 item *const target = &*salvage_stacks[indexer_index].first;
8829 item_location item_loc( map_cursor( u.pos() ), target );
8830 salvage_iuse->cut_up( u, *salvage_tool, item_loc );
8831 }
8832 }
8833 break;
8834 }
8835}
string_id< activity_type > activity_id
Definition: activity_type.h:15
static std::string to_string_clipped(const int num, const clipped_unit type, const clipped_align align)
Definition: calendar.cpp:228
bool controlling_vehicle
Definition: character.h:228
player_activity activity
Definition: character.h:1516
int get_item_position(const item *it) const
Returns the item position (suitable for i_at or similar) of a specific item.
Definition: character.cpp:2407
bool has_morale_to_craft() const
Definition: crafting.cpp:336
const inventory & crafting_inventory(bool clear_path)
Definition: crafting.cpp:554
void assign_activity(const activity_id &type, int moves=calendar::INDEFINITELY_LONG, int index=-1, int pos=INT_MIN, const std::string &name="")
Legacy activity assignment, does not work for any activites using the new activity_actor class and ma...
Definition: character.cpp:9200
virtual std::string disp_name(bool possessive=false, bool capitalize_first=false) const =0
Creature * is_hostile_very_close()
Definition: game.cpp:3958
A lightweight handle to an item independent of it's location Unlike a raw pointer can be (de-)seriali...
Definition: item_location.h:23
size_t size() const
Definition: item_stack.cpp:10
iterator begin()
Definition: item_stack.cpp:28
iterator end()
Definition: item_stack.cpp:33
Definition: item.h:176
item * get_usable_item(const std::string &use_name)
Checks this item and its contents (recursively) for types that have use_function with type use_name.
Definition: item.cpp:7806
const use_function * get_use(const std::string &use_name) const
Returns the pointer to use_function with name use_name assigned to the type of this item or any of it...
Definition: item.cpp:7780
Definition: map.h:101
bool has_flag(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2288
map_stack i_at(const tripoint &p)
Definition: map.cpp:4069
bool sees_some_items(const tripoint &p, const Creature &who) const
Check if creature can see some items at p.
Definition: map.cpp:4715
std::vector< item_location > targets
void disassemble_all(bool one_pass)
Definition: crafting.cpp:2051
std::vector< npc * > get_crafting_helpers(size_t max=0) const
Returns nearby NPCs ready and willing to help with crafting or some other manual task.
Definition: crafting.cpp:2333
ret_val< bool > can_disassemble(const item &obj, const inventory &inv) const
Check if the player can disassemble an item using the current crafting inventory.
Definition: crafting.cpp:1876
bool disassemble()
Definition: crafting.cpp:1949
static const recipe & get_uncraft(const itype_id &id)
Returns disassembly recipe (or null recipe if no match)
int time
Definition: recipe.h:59
Cuts stuff up into components.
Definition: iuse_actor.h:567
bool valid_to_cut_up(const item &it) const
int cut_up(player &p, item &it, item_location &cut) const
int time_to_cut_up(const item &it) const
static constexpr time_duration from_turns(const T t)
Named constructors to get a duration representing a multiple of the named time units.
Definition: calendar.h:204
uilist: scrolling vertical list menu
Definition: ui.h:187
int ret
Definition: ui.h:412
void addentry_col(int r, bool e, int k, const std::string &str, const std::string &column, const std::string &desc="")
Definition: ui.cpp:952
std::string text
Definition: ui.h:320
void addentry(const std::string &str)
Definition: ui.cpp:932
int max_quality(const quality_id &qual) const
Return maximum tool quality level provided by instance or INT_MIN if not found.
Definition: visitable.cpp:276
std::vector< item * > items_with(const std::function< bool(const item &)> &filter)
Returns all items (including those within a container) matching the filter.
Definition: visitable.cpp:324
#define debugmsg(...)
Debug message of level DL::Error and class DC::DebugMsg, also includes the source file name and line,...
Definition: debug.h:74
static void butcher_submenu(const std::vector< map_stack::iterator > &corpses, int corpse=-1)
Definition: game.cpp:8431
static void add_salvagables(uilist &menu, const std::vector< std::pair< map_stack::iterator, int > > &stacks, size_t &menu_index, const salvage_actor &salvage_iuse)
Definition: game.cpp:8389
static void add_disassemblables(uilist &menu, const std::vector< std::pair< map_stack::iterator, int > > &stacks, size_t &menu_index)
Definition: game.cpp:8410
static std::vector< std::pair< map_stack::iterator, int > > generate_butcher_stack_display(const std::vector< map_stack::iterator > &its)
Definition: game.cpp:8342
static void add_corpses(uilist &menu, const std::vector< map_stack::iterator > &its, size_t &menu_index)
Definition: game.cpp:8377
static constexpr int MAX_ITEM_IN_SQUARE
void query(bool loop=true, int timeout=-1)
Handle input and update display.
Definition: ui.cpp:828
bool query_yn(const std::string &text)
Definition: output.cpp:698
iuse_actor * get_actor_ptr()
Definition: iuse.h:314
string_id< quality > quality_id
Definition: type_id.h:174

References _, Character::activity, add_corpses(), add_disassemblables(), add_msg(), add_salvagables(), uilist::addentry(), uilist::addentry_col(), Character::assign_activity(), item_stack::begin(), butcher_submenu(), player::can_disassemble(), Character::controlling_vehicle, Character::crafting_inventory(), salvage_actor::cut_up(), debugmsg, player::disassemble(), player::disassemble_all(), Creature::disp_name(), item_stack::end(), time_duration::from_turns(), generate_butcher_stack_display(), use_function::get_actor_ptr(), player::get_crafting_helpers(), Character::get_item_position(), recipe_dictionary::get_uncraft(), item::get_usable_item(), item::get_use(), map::has_flag(), Character::has_morale_to_craft(), map::i_at(), is_hostile_very_close(), visitable< T >::items_with(), m, m_info, MAX_ITEM_IN_SQUARE, visitable< T >::max_quality(), Character::pos(), uilist::query(), query_yn(), cata::hash64_detail::ret, uilist::ret, map::sees_some_items(), item_stack::size(), player_activity::targets, uilist::text, recipe::time, salvage_actor::time_to_cut_up(), to_string_clipped(), u, and salvage_actor::valid_to_cut_up().

Referenced by handle_action().

◆ calc_driving_offset()

void game::calc_driving_offset ( vehicle veh = nullptr)

Definition at line 1335 of file game.cpp.

1336{
1337 if( veh == nullptr || !get_option<bool>( "DRIVING_VIEW_OFFSET" ) ) {
1339 return;
1340 }
1341 const int g_light_level = static_cast<int>( light_level( u.posz() ) );
1342 const int light_sight_range = u.sight_range( g_light_level );
1343 int sight = std::max( veh_lumi( *veh ), light_sight_range );
1344
1345 // The maximal offset will leave at least this many tiles
1346 // between the PC and the edge of the main window.
1347 static const int border_range = 2;
1348 point max_offset( ( getmaxx( w_terrain ) + 1 ) / 2 - border_range - 1,
1349 ( getmaxy( w_terrain ) + 1 ) / 2 - border_range - 1 );
1350
1351 // velocity at or below this results in no offset at all
1352 static const float min_offset_vel = 1 * vehicles::vmiph_per_tile;
1353 // velocity at or above this results in maximal offset
1354 static const float max_offset_vel = std::min( max_offset.y, max_offset.x ) *
1356 float velocity = veh->velocity;
1357 rl_vec2d offset = veh->move_vec();
1358 if( !veh->skidding && veh->player_in_control( u ) &&
1359 std::abs( veh->cruise_velocity - veh->velocity ) < 7 * vehicles::vmiph_per_tile ) {
1360 // Use the cruise controlled velocity, but only if
1361 // it is not too different from the actual velocity.
1362 // The actual velocity changes too often (see above slowdown).
1363 // Using it makes would make the offset change far too often.
1364 offset = veh->face_vec();
1365 velocity = veh->cruise_velocity;
1366 }
1367 float rel_offset;
1368 if( std::fabs( velocity ) < min_offset_vel ) {
1369 rel_offset = 0;
1370 } else if( std::fabs( velocity ) > max_offset_vel ) {
1371 rel_offset = ( velocity > 0 ) ? 1 : -1;
1372 } else {
1373 rel_offset = ( velocity - min_offset_vel ) / ( max_offset_vel - min_offset_vel );
1374 }
1375 // Squeeze into the corners, by making the offset vector longer,
1376 // the PC is still in view as long as both offset.x and
1377 // offset.y are <= 1
1378 if( std::fabs( offset.x ) > std::fabs( offset.y ) && std::fabs( offset.x ) > 0.2 ) {
1379 offset.y /= std::fabs( offset.x );
1380 offset.x = ( offset.x > 0 ) ? +1 : -1;
1381 } else if( std::fabs( offset.y ) > 0.2 ) {
1382 offset.x /= std::fabs( offset.y );
1383 offset.y = offset.y > 0 ? +1 : -1;
1384 }
1385 offset.x *= rel_offset;
1386 offset.y *= rel_offset;
1387 offset.x *= max_offset.x;
1388 offset.y *= max_offset.y;
1389 // [ ----@---- ] sight=6
1390 // [ --@------ ] offset=2
1391 // [ -@------# ] offset=3
1392 // can see sights square in every direction, total visible area is
1393 // (2*sight+1)x(2*sight+1), but the window is only
1394 // getmaxx(w_terrain) x getmaxy(w_terrain)
1395 // The area outside of the window is maxoff (sight-getmax/2).
1396 // If that value is <= 0, the whole visible area fits the window.
1397 // don't apply the view offset at all.
1398 // If the offset is > maxoff, only apply at most maxoff, everything
1399 // above leads to invisible area in front of the car.
1400 // It will display (getmax/2+offset) squares in one direction and
1401 // (getmax/2-offset) in the opposite direction (centered on the PC).
1402 const point maxoff( ( sight * 2 + 1 - getmaxx( w_terrain ) ) / 2,
1403 ( sight * 2 + 1 - getmaxy( w_terrain ) ) / 2 );
1404 if( maxoff.x <= 0 ) {
1405 offset.x = 0;
1406 } else if( offset.x > 0 && offset.x > maxoff.x ) {
1407 offset.x = maxoff.x;
1408 } else if( offset.x < 0 && -offset.x > maxoff.x ) {
1409 offset.x = -maxoff.x;
1410 }
1411 if( maxoff.y <= 0 ) {
1412 offset.y = 0;
1413 } else if( offset.y > 0 && offset.y > maxoff.y ) {
1414 offset.y = maxoff.y;
1415 } else if( offset.y < 0 && -offset.y > maxoff.y ) {
1416 offset.y = -maxoff.y;
1417 }
1418
1419 // Turn the offset into a vector that increments the offset toward the desired position
1420 // instead of setting it there instantly, should smooth out jerkiness.
1421 const point offset_difference( -driving_view_offset + point( offset.x, offset.y ) );
1422
1423 const point offset_sign( ( offset_difference.x < 0 ) ? -1 : 1,
1424 ( offset_difference.y < 0 ) ? -1 : 1 );
1425 // Shift the current offset in the direction of the calculated offset by one tile
1426 // per draw event, but snap to calculated offset if we're close enough to avoid jitter.
1427 offset.x = ( std::abs( offset_difference.x ) > 1 ) ?
1428 ( driving_view_offset.x + offset_sign.x ) : offset.x;
1429 offset.y = ( std::abs( offset_difference.y ) > 1 ) ?
1430 ( driving_view_offset.y + offset_sign.y ) : offset.y;
1431
1432 set_driving_view_offset( point( offset.x, offset.y ) );
1433}
int posz() const override
Definition: character.h:785
int sight_range(int light_level) const override
Returns the player's sight range.
Definition: character.cpp:719
point driving_view_offset
Definition: game.h:1045
catacurses::window w_terrain
Definition: game.h:1035
void set_driving_view_offset(const point &p)
Definition: game.cpp:1692
unsigned char light_level(int zlev) const
Returns coarse number-of-squares of visibility at the current light level.
Definition: game.cpp:3930
rl_vec2d move_vec() const
rl_vec2d face_vec() const
bool skidding
Definition: vehicle.h:1999
bool player_in_control(const Character &p) const
Definition: vehicle.cpp:277
int velocity
Definition: vehicle.h:1918
int cruise_velocity
Definition: vehicle.h:1920
static int veh_lumi(vehicle &veh)
Definition: game.cpp:1317
int getmaxx(const window &win)
Definition: ncurses_def.cpp:58
int getmaxy(const window &win)
Definition: ncurses_def.cpp:63
quantity< V, U > fabs(quantity< V, U > q)
Definition: units_def.h:136
constexpr float vmiph_per_tile
Definition: vehicle.h:68
static constexpr point point_zero
Definition: point.h:274
Definition: point.h:35
int y
Definition: point.h:39
int x
Definition: point.h:38
float y
Definition: point_float.h:13
float x
Definition: point_float.h:12

References vehicle::cruise_velocity, driving_view_offset, units::fabs(), vehicle::face_vec(), catacurses::getmaxx(), catacurses::getmaxy(), light_level(), vehicle::move_vec(), vehicle::player_in_control(), point_zero, Character::posz(), set_driving_view_offset(), Character::sight_range(), vehicle::skidding, u, veh_lumi(), vehicle::velocity, vehicles::vmiph_per_tile, w_terrain, point::x, rl_vec2d::x, point::y, and rl_vec2d::y.

Referenced by do_turn().

◆ cancel_activity_or_ignore_query()

bool game::cancel_activity_or_ignore_query ( distraction_type  type,
const std::string &  text 
)

Asks if the player wants to cancel their activity and if so cancels it.

Additionally checks if the player wants to ignore further distractions.

Definition at line 1793 of file game.cpp.

1794{
1796 if( u.has_distant_destination() ) {
1797 if( cancel_auto_move( u, text ) ) {
1798 return true;
1799 } else {
1801 return false;
1802 }
1803 }
1805 return false;
1806 }
1807 const bool force_uc = get_option<bool>( "FORCE_CAPITAL_YN" );
1808 const auto &allow_key = force_uc ? input_context::disallow_lower_case
1810
1811 const auto &action = query_popup()
1812 .context( "CANCEL_ACTIVITY_OR_IGNORE_QUERY" )
1813 .message( force_uc ?
1814 pgettext( "cancel_activity_or_ignore_query",
1815 "<color_light_red>%s %s (Case Sensitive)</color>" ) :
1816 pgettext( "cancel_activity_or_ignore_query",
1817 "<color_light_red>%s %s</color>" ),
1818 text, u.activity.get_stop_phrase() )
1819 .option( "YES", allow_key )
1820 .option( "NO", allow_key )
1821 .option( "IGNORE", allow_key )
1822 .query()
1823 .action;
1824
1825 if( action == "YES" ) {
1827 return true;
1828 }
1829 if( action == "IGNORE" ) {
1831 for( auto &activity : u.backlog ) {
1832 activity.ignore_distraction( type );
1833 }
1834 }
1835
1838
1839 return false;
1840}
void set_destination(const std::vector< tripoint > &route, const player_activity &new_destination_activity=player_activity())
void cancel_activity()
Definition: character.cpp:9243
std::vector< tripoint > & get_auto_move_route()
std::list< player_activity > backlog
Definition: character.h:1517
bool has_distant_destination() const
static const input_event_filter allow_all_keys
Definition: input.h:541
static const input_event_filter disallow_lower_case
Definition: input.h:540
bool is_distraction_ignored(distraction_type type) const
std::string get_stop_phrase() const
void ignore_distraction(distraction_type type)
UI class for displaying messages or querying player input with popups.
Definition: popup.h:39
query_popup & context(const std::string &cat)
Specify the input context.
Definition: popup.cpp:21
query_popup & option(const std::string &opt)
Specify an action as an option.
Definition: popup.cpp:28
result query()
Query until a valid action or an error happens and return the result.
Definition: popup.cpp:348
query_popup & message(const std::string &fmt, Args &&... args)
Specify the query message.
Definition: popup.h:91
@ action
Definition: dialogue.h:36
@ type
Definition: enums.h:75
static bool cancel_auto_move(player &p, const std::string &text)
Definition: game.cpp:1780
void redraw()
Definition: ui_manager.cpp:285
void refresh_display()
Make changes made to the display visible to the user immediately.
std::string action
Definition: popup.h:68
const char * pgettext(const char *context, const char *msgid)

References action, query_popup::result::action, Character::activity, input_context::allow_all_keys, Character::backlog, Character::cancel_activity(), cancel_auto_move(), query_popup::context(), input_context::disallow_lower_case, Character::get_auto_move_route(), player_activity::get_stop_phrase(), Character::has_distant_destination(), player_activity::ignore_distraction(), invalidate_main_ui_adaptor(), player_activity::is_distraction_ignored(), query_popup::message(), query_popup::option(), pgettext(), query_popup::query(), ui_manager::redraw(), refresh_display(), Character::set_destination(), type, and u.

Referenced by mon_info_update(), monmove(), and process_voluntary_act_interrupt().

◆ cancel_activity_query()

bool game::cancel_activity_query ( const std::string &  text)

Asks if the player wants to cancel their activity, and if so cancels it.

Definition at line 1842 of file game.cpp.

1843{
1845 if( u.has_distant_destination() ) {
1846 if( cancel_auto_move( u, text ) ) {
1847 return true;
1848 } else {
1850 return false;
1851 }
1852 }
1853 if( !u.activity ) {
1854 return false;
1855 }
1856 if( query_yn( "%s %s", text, u.activity.get_stop_phrase() ) ) {
1860 return true;
1861 }
1862 return false;
1863}
void clear_destination()
void resume_backlog_activity()
Definition: character.cpp:9275

References Character::activity, Character::cancel_activity(), cancel_auto_move(), Character::clear_destination(), Character::get_auto_move_route(), player_activity::get_stop_phrase(), Character::has_distant_destination(), invalidate_main_ui_adaptor(), query_yn(), Character::resume_backlog_activity(), Character::set_destination(), and u.

Referenced by handle_key_blocking_activity().

◆ catch_a_monster()

void game::catch_a_monster ( monster fish,
const tripoint pos,
player p,
const time_duration catch_duration 
)

Picks and spawns a random fish from the remaining fish list when a fish is caught.

Definition at line 1766 of file game.cpp.

1768{
1769 //spawn the corpse, rotten by a part of the duration
1771 catch_duration ) ) );
1772 if( u.sees( pos ) ) {
1773 u.add_msg_if_player( m_good, _( "You caught a %s." ), fish->type->nname() );
1774 }
1775 //quietly kill the caught
1776 fish->no_corpse_quiet = true;
1777 fish->die( p );
1778}
bool sees(const tripoint &t, bool is_player=false, int range_mod=0) const override
static item make_corpse(const mtype_id &mt=string_id< mtype >::NULL_ID(), time_point turn=calendar::turn, const std::string &name="", int upgrade_time=-1)
Make a corpse of the given monster type.
Definition: item.cpp:506
item & add_item_or_charges(const tripoint &pos, item obj, bool overflow=true)
Adds an item to map tile or stacks charges.
Definition: map.cpp:4214
bool no_corpse_quiet
Definition: monster.h:484
void die(Creature *killer) override
Empty function.
Definition: monster.cpp:2247
const mtype * type
Definition: monster.h:480
void add_msg_if_player(const std::string &msg) const override
Definition: player.cpp:4104
time_point turn
Definition: calendar.cpp:36
mtype_id id
Definition: mtype.h:240
std::string nname(unsigned int quantity=1) const
Definition: mtype.cpp:65

References _, map::add_item_or_charges(), player::add_msg_if_player(), monster::die(), mtype::id, m, m_good, item::make_corpse(), mtype::nname(), monster::no_corpse_quiet, rng(), Character::sees(), calendar::turn, monster::type, and u.

◆ chat()

void game::chat ( )
private

Definition at line 394 of file npctalk.cpp.

395{
396 int volume = g->u.get_shout_volume();
397
398 const std::vector<npc *> available = get_npcs_if( [&]( const npc & guy ) {
399 // TODO: Get rid of the z-level check when z-level vision gets "better"
400 return u.posz() == guy.posz() && u.sees( guy.pos() ) &&
401 rl_dist( u.pos(), guy.pos() ) <= SEEX * 2;
402 } );
403 const int available_count = available.size();
404 const std::vector<npc *> followers = get_npcs_if( [&]( const npc & guy ) {
405 return guy.is_player_ally() && guy.is_following() && guy.can_hear( u.pos(), volume );
406 } );
407 const int follower_count = followers.size();
408 const std::vector<npc *> guards = get_npcs_if( [&]( const npc & guy ) {
409 return guy.mission == NPC_MISSION_GUARD_ALLY &&
410 guy.companion_mission_role_id != "FACTION_CAMP" &&
411 guy.can_hear( u.pos(), volume );
412 } );
413 const int guard_count = guards.size();
414
415 if( g->u.has_trait( trait_PROF_FOODP ) && !( g->u.is_wearing( itype_id( "foodperson_mask" ) ) ||
416 g->u.is_wearing( itype_id( "foodperson_mask_on" ) ) ) ) {
417 g->u.add_msg_if_player( m_warning, _( "You can't speak without your face!" ) );
418 return;
419 }
420 std::vector<vehicle *> animal_vehicles;
421 std::vector<vehicle *> following_vehicles;
422 std::vector<vehicle *> magic_vehicles;
423 std::vector<vehicle *> magic_following_vehicles;
424 for( auto &veh : g->m.get_vehicles() ) {
425 auto &v = veh.v;
426 if( v->has_engine_type( fuel_type_animal, false ) && v->is_owned_by( g->u ) ) {
427 animal_vehicles.push_back( v );
428 if( v->is_following ) {
429 following_vehicles.push_back( v );
430 }
431 }
432 if( v->magic ) {
433 for( const vpart_reference &vp : v->get_all_parts() ) {
434 const vpart_info &vpi = vp.info();
435 if( vpi.has_flag( "MAGIC_FOLLOW" ) ) {
436 magic_vehicles.push_back( v );
437 if( v->is_following ) {
438 magic_following_vehicles.push_back( v );
439 }
440 break;
441 }
442 }
443 }
444 }
445
446 uilist nmenu;
447 nmenu.text = std::string( _( "What do you want to do?" ) );
448
449 if( !available.empty() ) {
450 nmenu.addentry( NPC_CHAT_TALK, true, 't', available_count == 1 ?
451 string_format( _( "Talk to %s" ), available.front()->name ) :
452 _( "Talk to…" )
453 );
454 }
455 nmenu.addentry( NPC_CHAT_YELL, true, 'a', _( "Yell" ) );
456 nmenu.addentry( NPC_CHAT_SENTENCE, true, 'b', _( "Yell a sentence" ) );
457 if( !animal_vehicles.empty() ) {
459 _( "Whistle at your animals pulling vehicles to follow you." ) );
460 }
461 if( !magic_vehicles.empty() ) {
463 _( "Utter a magical command that will order your magical vehicles to follow you." ) );
464 }
465 if( !magic_following_vehicles.empty() ) {
467 _( "Utter a magical command that will order your magical vehicles to stop following you." ) );
468 }
469 if( !following_vehicles.empty() ) {
471 _( "Whistle at your animals pulling vehicles to stop following you." ) );
472 }
473 if( !guards.empty() ) {
474 nmenu.addentry( NPC_CHAT_FOLLOW, true, 'f', guard_count == 1 ?
475 string_format( _( "Tell %s to follow" ), guards.front()->name ) :
476 _( "Tell someone to follow…" )
477 );
478 }
479 if( !followers.empty() ) {
480 nmenu.addentry( NPC_CHAT_GUARD, true, 'g', follower_count == 1 ?
481 string_format( _( "Tell %s to guard" ), followers.front()->name ) :
482 _( "Tell someone to guard…" )
483 );
484 nmenu.addentry( NPC_CHAT_AWAKE, true, 'w', _( "Tell everyone on your team to wake up" ) );
485 nmenu.addentry( NPC_CHAT_MOUNT, true, 'M', _( "Tell everyone on your team to mount up" ) );
486 nmenu.addentry( NPC_CHAT_DISMOUNT, true, 'm', _( "Tell everyone on your team to dismount" ) );
487 nmenu.addentry( NPC_CHAT_DANGER, true, 'D',
488 _( "Tell everyone on your team to prepare for danger" ) );
489 nmenu.addentry( NPC_CHAT_CLEAR_OVERRIDES, true, 'r',
490 _( "Tell everyone on your team to relax (Clear Overrides)" ) );
491 nmenu.addentry( NPC_CHAT_ORDERS, true, 'o', _( "Tell everyone on your team to temporarily…" ) );
492 }
493 std::string message;
494 std::string yell_msg;
495 bool is_order = true;
496 nmenu.query();
497
498 if( nmenu.ret < 0 ) {
499 return;
500 }
501
502 switch( nmenu.ret ) {
503 case NPC_CHAT_TALK: {
504 const int npcselect = npc_select_menu( available, _( "Talk to whom?" ), false );
505 if( npcselect < 0 ) {
506 return;
507 }
508 available[npcselect]->talk_to_u();
509 break;
510 }
511 case NPC_CHAT_YELL:
512 is_order = false;
513 message = _( "loudly." );
514 break;
515 case NPC_CHAT_SENTENCE: {
516 std::string popupdesc = _( "Enter a sentence to yell" );
518 popup.title( _( "Yell a sentence" ) )
519 .width( 64 )
520 .description( popupdesc )
521 .identifier( "sentence" )
522 .max_length( 128 )
523 .query();
524 yell_msg = popup.text();
525 is_order = false;
526 break;
527 }
528 case NPC_CHAT_GUARD: {
529 const int npcselect = npc_select_menu( followers, _( "Who should guard here?" ) );
530 if( npcselect < 0 ) {
531 return;
532 }
533 if( npcselect == follower_count ) {
534 for( npc *them : followers ) {
536 }
537 yell_msg = _( "Everyone guard here!" );
538 } else {
539 talk_function::assign_guard( *followers[npcselect] );
540 yell_msg = string_format( _( "Guard here, %s!" ), followers[npcselect]->name );
541 }
542 break;
543 }
544 case NPC_CHAT_FOLLOW: {
545 const int npcselect = npc_select_menu( guards, _( "Who should follow you?" ) );
546 if( npcselect < 0 ) {
547 return;
548 }
549 if( npcselect == guard_count ) {
550 for( npc *them : guards ) {
552 }
553 yell_msg = _( "Everyone follow me!" );
554 } else {
555 talk_function::stop_guard( *guards[npcselect] );
556 yell_msg = string_format( _( "Follow me, %s!" ), guards[npcselect]->name );
557 }
558 break;
559 }
560 case NPC_CHAT_AWAKE:
561 for( npc *them : followers ) {
562 talk_function::wake_up( *them );
563 }
564 yell_msg = _( "Stay awake!" );
565 break;
566 case NPC_CHAT_MOUNT:
567 for( npc *them : followers ) {
568 if( them->has_effect( effect_riding ) ) {
569 continue;
570 }
572 }
573 yell_msg = _( "Mount up!" );
574 break;
576 for( npc *them : followers ) {
577 if( them->has_effect( effect_riding ) ) {
578 them->npc_dismount();
579 }
580 }
581 yell_msg = _( "Dismount!" );
582 break;
583 case NPC_CHAT_DANGER:
584 for( npc *them : followers ) {
585 them->rules.set_danger_overrides();
586 }
587 yell_msg = _( "We're in danger. Stay awake, stay close, don't go wandering off, "
588 "and don't open any doors." );
589 break;
591 for( npc *p : followers ) {
593 }
594 yell_msg = _( "As you were." );
595 break;
596 case NPC_CHAT_ORDERS:
597 npc_temp_orders_menu( followers );
598 break;
601 break;
604 break;
607 break;
610 break;
611 default:
612 return;
613 }
614
615 if( !yell_msg.empty() ) {
616 message = string_format( "\"%s\"", yell_msg );
617 }
618 if( !message.empty() ) {
619 add_msg( _( "You yell %s" ), message );
620 u.shout( string_format( _( "%s yelling %s" ), u.disp_name(), message ), is_order );
621 }
622
623 u.moves -= 100;
624}
std::string disp_name(bool possessive=false, bool capitalize_first=false) const override
Returns either "you" or the player's name.
Definition: character.cpp:546
void shout(std::string msg="", bool order=false)
Definition: character.cpp:7740
bool can_hear(const tripoint &source, int volume) const
int moves
Definition: creature.h:569
std::string companion_mission_role_id
Definition: npc.h:1318
npc_mission mission
Definition: npc.h:1325
bool is_player_ally() const
Definition: npc.cpp:1987
bool is_following() const
Definition: npc.cpp:2018
Shows a window querying the user for input.
bool has_flag(const std::string &flag) const
Definition: veh_type.h:336
This is a wrapper over a vehicle pointer and a reference to a part of it.
int rl_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:519
static constexpr int SEEX
std::string message
Definition: mapgen.cpp:403
std::string name(type dir)
Get Human readable name of a direction.
Definition: overmap.cpp:4126
void wake_up(npc &)
void find_mount(npc &)
void clear_overrides(npc &p)
void stop_guard(npc &)
void assign_guard(npc &)
quantity< int, volume_in_milliliter_tag > volume
Definition: units_volume.h:16
@ NPC_MISSION_GUARD_ALLY
Definition: npc.h:187
static const efftype_id effect_riding("riding")
static const trait_id trait_PROF_FOODP("PROF_FOODP")
static int npc_select_menu(const std::vector< npc * > &npc_list, const std::string &prompt, const bool everyone=true)
Definition: npctalk.cpp:220
static void tell_magic_veh_stop_following()
Definition: npctalk.cpp:377
static void tell_veh_stop_following()
Definition: npctalk.cpp:340
static void assign_veh_to_follow()
Definition: npctalk.cpp:351
static void npc_temp_orders_menu(const std::vector< npc * > &npc_list)
Definition: npctalk.cpp:252
static const itype_id fuel_type_animal("animal")
@ NPC_CHAT_MOUNT
Definition: npctalk.cpp:200
@ NPC_CHAT_COMMAND_MAGIC_VEHICLE_STOP_FOLLOW
Definition: npctalk.cpp:214
@ NPC_CHAT_YELL
Definition: npctalk.cpp:195
@ NPC_CHAT_FOLLOW
Definition: npctalk.cpp:198
@ NPC_CHAT_GUARD
Definition: npctalk.cpp:197
@ NPC_CHAT_DISMOUNT
Definition: npctalk.cpp:201
@ NPC_CHAT_ANIMAL_VEHICLE_FOLLOW
Definition: npctalk.cpp:211
@ NPC_CHAT_ORDERS
Definition: npctalk.cpp:203
@ NPC_CHAT_SENTENCE
Definition: npctalk.cpp:196
@ NPC_CHAT_CLEAR_OVERRIDES
Definition: npctalk.cpp:210
@ NPC_CHAT_DANGER
Definition: npctalk.cpp:202
@ NPC_CHAT_AWAKE
Definition: npctalk.cpp:199
@ NPC_CHAT_ANIMAL_VEHICLE_STOP_FOLLOW
Definition: npctalk.cpp:212
@ NPC_CHAT_TALK
Definition: npctalk.cpp:194
@ NPC_CHAT_COMMAND_MAGIC_VEHICLE_FOLLOW
Definition: npctalk.cpp:213
static void tell_magic_veh_to_follow()
Definition: npctalk.cpp:361
int popup(const std::string &text, PopupFlags flags)
Definition: output.cpp:764

References _, add_msg(), uilist::addentry(), talk_function::assign_guard(), assign_veh_to_follow(), available, Character::can_hear(), talk_function::clear_overrides(), npc::companion_mission_role_id, Character::disp_name(), effect_riding, talk_function::find_mount(), fuel_type_animal, g, get_npcs_if(), vpart_info::has_flag(), npc::is_following(), npc::is_player_ally(), m_warning, mapgen_defer::message, npc::mission, Creature::moves, om_direction::name(), NPC_CHAT_ANIMAL_VEHICLE_FOLLOW, NPC_CHAT_ANIMAL_VEHICLE_STOP_FOLLOW, NPC_CHAT_AWAKE, NPC_CHAT_CLEAR_OVERRIDES, NPC_CHAT_COMMAND_MAGIC_VEHICLE_FOLLOW, NPC_CHAT_COMMAND_MAGIC_VEHICLE_STOP_FOLLOW, NPC_CHAT_DANGER, NPC_CHAT_DISMOUNT, NPC_CHAT_FOLLOW, NPC_CHAT_GUARD, NPC_CHAT_MOUNT, NPC_CHAT_ORDERS, NPC_CHAT_SENTENCE, NPC_CHAT_TALK, NPC_CHAT_YELL, NPC_MISSION_GUARD_ALLY, npc_select_menu(), npc_temp_orders_menu(), popup(), Character::pos(), Character::posz(), uilist::query(), uilist::ret, rl_dist(), Character::sees(), SEEX, Character::shout(), talk_function::stop_guard(), string_format(), tell_magic_veh_stop_following(), tell_magic_veh_to_follow(), tell_veh_stop_following(), uilist::text, trait_PROF_FOODP, u, and talk_function::wake_up().

Referenced by handle_action().

◆ check_mod_data()

bool game::check_mod_data ( const std::vector< mod_id > &  opts,
loading_ui ui 
)

Check if mods can be successfully loaded.

Parameters
optscheck specific mods (or all if unspecified)
Returns
whether all mods were successfully loaded

Definition at line 346 of file game.cpp.

347{
348 auto &tree = world_generator->get_mod_manager().get_tree();
349
350 // deduplicated list of mods to check
351 std::set<mod_id> check( opts.begin(), opts.end() );
352
353 // if no specific mods specified check all non-obsolete mods
354 if( check.empty() ) {
355 for( const mod_id &e : world_generator->get_mod_manager().all_mods() ) {
356 if( !e->obsolete ) {
357 check.emplace( e );
358 }
359 }
360 }
361
362 if( check.empty() ) {
363 world_generator->set_active_world( nullptr );
364 world_generator->init();
365 const std::vector<mod_id> mods_empty;
366 WORLDPTR test_world = world_generator->make_new_world( mods_empty );
367 world_generator->set_active_world( test_world );
368
369 // if no loadable mods then test core data only
370 try {
373 } catch( const std::exception &err ) {
374 std::cerr << "Error loading data from json: " << err.what() << std::endl;
375 }
376
377 std::string world_name = world_generator->active_world->world_name;
378 world_generator->delete_world( world_name, true );
379
382 }
383
384 for( const auto &e : check ) {
385 world_generator->set_active_world( nullptr );
386 world_generator->init();
387 const std::vector<mod_id> mods_empty;
388 WORLDPTR test_world = world_generator->make_new_world( mods_empty );
389 if( !test_world ) {
390 std::cerr << "Failed to generate test world." << std::endl;
391 return false;
392 }
393 world_generator->set_active_world( test_world );
394
395 if( !e.is_valid() ) {
396 std::cerr << "Unknown mod: " << e.str() << std::endl;
397 return false;
398 }
399
400 const MOD_INFORMATION &mod = *e;
401
402 if( !tree.is_available( mod.ident ) ) {
403 std::cerr << "Missing dependencies: " << mod.name() << "\n"
404 << tree.get_node( mod.ident )->s_errors() << std::endl;
405 return false;
406 }
407
408 std::cout << "Checking mod " << mod.name() << " [" << mod.ident.str() << "]" << std::endl;
409
410 try {
412
413 // Load any dependencies
414 for( auto &dep : tree.get_dependencies_of_X_as_strings( mod.ident ) ) {
415 load_data_from_dir( dep->path, dep->ident.str(), ui );
416 }
417
418 // Load mod itself
419 load_data_from_dir( mod.path, mod.ident.str(), ui );
421 } catch( const std::exception &err ) {
422 std::cerr << "Error loading data: " << err.what() << std::endl;
423 }
424
425 std::string world_name = world_generator->active_world->world_name;
426 world_generator->delete_world( world_name, true );
427
430 }
431 return true;
432}
void finalize_loaded_data(loading_ui &ui)
Called to finalize the loaded data.
Definition: init.cpp:627
static DynamicDataLoader & get_instance()
Returns the single instance of this class.
Definition: init.cpp:112
void load_data_from_dir(const std::string &path, const std::string &src, loading_ui &ui)
Loads dynamic data from the given directory.
Definition: game.cpp:448
void load_core_data(loading_ui &ui)
Loads core dynamic data.
Definition: game.cpp:439
void reset()
Delete all buffered submaps.
Definition: mapbuffer.cpp:49
int check(unformattable)
Definition: fmtlib_core.h:1610
Definition: overmap_ui.h:17
overmapbuffer overmap_buffer

References detail::check(), overmapbuffer::clear(), DynamicDataLoader::finalize_loaded_data(), DynamicDataLoader::get_instance(), load_core_data(), load_data_from_dir(), MAPBUFFER, overmap_buffer, mapbuffer::reset(), and world_generator.

◆ check_near_zone()

bool game::check_near_zone ( const zone_type_id type,
const tripoint where 
) const

Checks whether or not there is a zone of particular type nearby.

Definition at line 6311 of file game.cpp.

6312{
6313 return zone_manager::get_manager().has_near( type, m.getabs( where ) );
6314}
static zone_manager & get_manager()
Definition: clzones.cpp:125
bool has_near(const zone_type_id &type, const tripoint &where, int range=MAX_DISTANCE, const faction_id &fac=your_fac) const
Definition: clzones.cpp:702

References zone_manager::get_manager(), map::getabs(), zone_manager::has_near(), m, and type.

◆ check_safe_mode_allowed()

bool game::check_safe_mode_allowed ( bool  repeat_safe_mode_warnings = true)

Check whether movement is allowed according to safe mode settings.

Returns
true if the movement is allowed, otherwise false.

Definition at line 9132 of file game.cpp.

9133{
9134 if( !repeat_safe_mode_warnings && safe_mode_warning_logged ) {
9135 // Already warned player since safe_mode_warning_logged is set.
9136 return false;
9137 }
9138
9139 std::string msg_ignore = press_x( ACTION_IGNORE_ENEMY );
9140 if( !msg_ignore.empty() ) {
9141 std::wstring msg_ignore_wide = utf8_to_wstr( msg_ignore );
9142 // Operate on a wide-char basis to prevent corrupted multi-byte string
9143 msg_ignore_wide[0] = towlower( msg_ignore_wide[0] );
9144 msg_ignore = wstr_to_utf8( msg_ignore_wide );
9145 }
9146
9148 // Automatic and mandatory safemode. Make BLOODY sure the player notices!
9149 if( u.get_int_base() < 5 || u.has_trait( trait_id( "PROF_CHURL" ) ) ) {
9151 _( "There's an angry red dot on your body, %s to brush it off." ), msg_ignore );
9152 } else {
9154 _( "You are being laser-targeted, %s to ignore." ), msg_ignore );
9155 }
9157 return false;
9158 }
9159 if( safe_mode != SAFE_MODE_STOP ) {
9160 return true;
9161 }
9162 // Currently driving around, ignore the monster, they have no chance against a proper car anyway (-:
9163 if( u.controlling_vehicle && !get_option<bool>( "SAFEMODEVEH" ) ) {
9164 return true;
9165 }
9166 // Monsters around and we don't want to run
9167 std::string spotted_creature_name;
9168 const monster_visible_info &mon_visible = u.get_mon_visible();
9169 const auto &new_seen_mon = mon_visible.new_seen_mon;
9170
9171 if( new_seen_mon.empty() ) {
9172 // naming consistent with code in game::mon_info
9173 spotted_creature_name = _( "a survivor" );
9175 } else {
9176 spotted_creature_name = new_seen_mon.back()->name();
9177 get_safemode().lastmon_whitelist = spotted_creature_name;
9178 }
9179
9180 std::string whitelist;
9181 if( !get_safemode().empty() ) {
9182 whitelist = string_format( _( " or %s to whitelist the monster" ),
9184 }
9185
9186 const std::string msg_safe_mode = press_x( ACTION_TOGGLE_SAFEMODE );
9188 _( "Spotted %1$s--safe mode is on! (%2$s to turn it off, %3$s to ignore monster%4$s)" ),
9189 spotted_creature_name, msg_safe_mode, msg_ignore, whitelist );
9191 return false;
9192}
std::string press_x(action_id act)
Definition: action.cpp:452
@ ACTION_IGNORE_ENEMY
Ignore the enemy that triggered safemode.
Definition: action.h:221
@ ACTION_WHITELIST_ENEMY
Whitelist the enemy that triggered safemode.
Definition: action.h:223
@ ACTION_TOGGLE_SAFEMODE
Turn safemode on/off, while leaving autosafemode intact.
Definition: action.h:215
std::wstring utf8_to_wstr(const std::string &str)
std::string wstr_to_utf8(const std::wstring &wstr)
bool has_trait(const trait_id &b) const override
Returns true if the player has the entered trait.
Definition: mutation.cpp:103
bool has_effect(const efftype_id &eff_id, body_part bp=num_bp) const
Check if creature has the matching effect.
Definition: creature.cpp:1179
int get_int_base() const override
Definition: avatar.cpp:1015
monster_visible_info & get_mon_visible()
Definition: avatar.h:213
std::string lastmon_whitelist
Definition: safemode_ui.h:87
std::string npc_type_name()
Definition: safemode_ui.cpp:44
@ gmf_bypass_cooldown
Definition: enums.h:281
static const efftype_id effect_laserlocked("laserlocked")
@ SAFE_MODE_STOP
Definition: game.h:79
safemode & get_safemode()
Definition: safemode_ui.cpp:33
Structure allowing a combination of game_message_type and game_message_flags.
Definition: enums.h:286
std::vector< shared_ptr_fast< monster > > new_seen_mon
Definition: avatar.h:40

References _, ACTION_IGNORE_ENEMY, ACTION_TOGGLE_SAFEMODE, ACTION_WHITELIST_ENEMY, add_msg(), Character::controlling_vehicle, effect_laserlocked, avatar::get_int_base(), avatar::get_mon_visible(), get_safemode(), gmf_bypass_cooldown, Creature::has_effect(), Character::has_trait(), safemode::lastmon_whitelist, m_warning, monster_visible_info::new_seen_mon, safemode::npc_type_name(), press_x(), safe_mode, SAFE_MODE_STOP, safe_mode_warning_logged, string_format(), u, utf8_to_wstr(), and wstr_to_utf8().

Referenced by handle_action().

◆ check_zone()

bool game::check_zone ( const zone_type_id type,
const tripoint where 
) const

Definition at line 6306 of file game.cpp.

6307{
6308 return zone_manager::get_manager().has( type, m.getabs( where ) );
6309}
bool has(const zone_type_id &type, const tripoint &where, const faction_id &fac=your_fac) const
Definition: clzones.cpp:694

References zone_manager::get_manager(), map::getabs(), zone_manager::has(), m, and type.

Referenced by place_player().

◆ cleanup_at_end()

bool game::cleanup_at_end ( )

Definition at line 1031 of file game.cpp.

1032{
1033 if( uquit == QUIT_DIED || uquit == QUIT_SUICIDE ) {
1034 // Put (non-hallucinations) into the overmap so they are not lost.
1035 for( monster &critter : all_monsters() ) {
1036 despawn_monster( critter );
1037 }
1038 // Reset NPC factions and disposition
1040 // Save the factions', missions and set the NPC's overmap coordinates
1041 // Npcs are saved in the overmap.
1042 save_factions_missions_npcs(); //missions need to be saved as they are global for all saves.
1043 // save artifacts.
1045
1046 // and the overmap, and the local map.
1047 save_maps(); //Omap also contains the npcs who need to be saved.
1048 }
1049
1050 if( uquit == QUIT_DIED || uquit == QUIT_SUICIDE ) {
1051 std::vector<std::string> vRip;
1052
1053 int iMaxWidth = 0;
1054 int iNameLine = 0;
1055 int iInfoLine = 0;
1056
1059 if( !( u.has_trait( trait_id( "CANNIBAL" ) ) || u.has_trait( trait_id( "PSYCHOPATH" ) ) ) ) {
1060 vRip.emplace_back( " _______ ___" );
1061 vRip.emplace_back( " < `/ |" );
1062 vRip.emplace_back( " > _ _ (" );
1063 vRip.emplace_back( " | |_) | |_) |" );
1064 vRip.emplace_back( " | | \\ | | |" );
1065 vRip.emplace_back( " ______.__%_| |_________ __" );
1066 vRip.emplace_back( " _/ \\| |" );
1067 iNameLine = vRip.size();
1068 vRip.emplace_back( "| <" );
1069 vRip.emplace_back( "| |" );
1070 iMaxWidth = utf8_width( vRip.back() );
1071 vRip.emplace_back( "| |" );
1072 vRip.emplace_back( "|_____.-._____ __/|_________|" );
1073 vRip.emplace_back( " | |" );
1074 iInfoLine = vRip.size();
1075 vRip.emplace_back( " | |" );
1076 vRip.emplace_back( " | <" );
1077 vRip.emplace_back( " | |" );
1078 vRip.emplace_back( " | _ |" );
1079 vRip.emplace_back( " |__/ |" );
1080 vRip.emplace_back( " % / `--. |%" );
1081 vRip.emplace_back( " * .%%| -< @%%%" ); // NOLINT(cata-text-style)
1082 vRip.emplace_back( " `\\%`@| |@@%@%%" );
1083 vRip.emplace_back( " .%%%@@@|% ` % @@@%%@%%%%" );
1084 vRip.emplace_back( " _.%%%%%%@@@@@@%%%__/\\%@@%%@@@@@@@%%%%%%" );
1085
1086 } else {
1087 vRip.emplace_back( " _______ ___" );
1088 vRip.emplace_back( " | \\/ |" );
1089 vRip.emplace_back( " | |" );
1090 vRip.emplace_back( " | |" );
1091 iInfoLine = vRip.size();
1092 vRip.emplace_back( " | |" );
1093 vRip.emplace_back( " | |" );
1094 vRip.emplace_back( " | |" );
1095 vRip.emplace_back( " | |" );
1096 vRip.emplace_back( " | <" );
1097 vRip.emplace_back( " | _ |" );
1098 vRip.emplace_back( " |__/ |" );
1099 vRip.emplace_back( " ______.__%_| |__________ _" );
1100 vRip.emplace_back( " _/ \\| \\" );
1101 iNameLine = vRip.size();
1102 vRip.emplace_back( "| <" );
1103 vRip.emplace_back( "| |" );
1104 iMaxWidth = utf8_width( vRip.back() );
1105 vRip.emplace_back( "| |" );
1106 vRip.emplace_back( "|_____.-._______ __/|__________|" );
1107 vRip.emplace_back( " % / `_-. _ |%" );
1108 vRip.emplace_back( " * .%%| |_) | |_)< @%%%" ); // NOLINT(cata-text-style)
1109 vRip.emplace_back( " `\\%`@| | \\ | | |@@%@%%" );
1110 vRip.emplace_back( " .%%%@@@|% ` % @@@%%@%%%%" );
1111 vRip.emplace_back( " _.%%%%%%@@@@@@%%%__/\\%@@%%@@@@@@@%%%%%%" );
1112 }
1113 } else {
1114 vRip.emplace_back( R"( _________ ____ )" );
1115 vRip.emplace_back( R"( _/ `/ \_ )" );
1116 vRip.emplace_back( R"( _/ _ _ \_. )" );
1117 vRip.emplace_back( R"( _%\ |_) | |_) \_ )" );
1118 vRip.emplace_back( R"( _/ \/ | \ | | \_ )" );
1119 vRip.emplace_back( R"( _/ \_ )" );
1120 vRip.emplace_back( R"(| |)" );
1121 iNameLine = vRip.size();
1122 vRip.emplace_back( R"( ) < )" );
1123 vRip.emplace_back( R"(| |)" );
1124 vRip.emplace_back( R"(| |)" );
1125 vRip.emplace_back( R"(| _ |)" );
1126 vRip.emplace_back( R"(|__/ |)" );
1127 iMaxWidth = utf8_width( vRip.back() );
1128 vRip.emplace_back( R"( / `--. |)" );
1129 vRip.emplace_back( R"(| ( )" );
1130 iInfoLine = vRip.size();
1131 vRip.emplace_back( R"(| |)" );
1132 vRip.emplace_back( R"(| |)" );
1133 vRip.emplace_back( R"(| % . |)" );
1134 vRip.emplace_back( R"(| @` %% |)" );
1135 vRip.emplace_back( R"(| %@%@%\ * %`%@%|)" );
1136 vRip.emplace_back( R"(%%@@@.%@%\%% `\ %%.%%@@%@)" );
1137 vRip.emplace_back( R"(@%@@%%%%%@@@@@@%%%%%%%%@@%%@@@%%%@%%@)" );
1138 }
1139
1140 const int iOffsetX = TERMX > FULL_SCREEN_WIDTH ? ( TERMX - FULL_SCREEN_WIDTH ) / 2 : 0;
1141 const int iOffsetY = TERMY > FULL_SCREEN_HEIGHT ? ( TERMY - FULL_SCREEN_HEIGHT ) / 2 : 0;
1142
1144 point( iOffsetX, iOffsetY ) );
1145 draw_border( w_rip );
1146
1147 sfx::do_player_death_hurt( g->u, true );
1152
1153 for( size_t iY = 0; iY < vRip.size(); ++iY ) {
1154 size_t iX = 0;
1155 const char *str = vRip[iY].data();
1156 for( int slen = vRip[iY].size(); slen > 0; ) {
1157 const uint32_t cTemp = UTF8_getch( &str, &slen );
1158 if( cTemp != U' ' ) {
1159 nc_color ncColor = c_light_gray;
1160
1161 if( cTemp == U'%' ) {
1162 ncColor = c_green;
1163
1164 } else if( cTemp == U'_' || cTemp == U'|' ) {
1165 ncColor = c_white;
1166
1167 } else if( cTemp == U'@' ) {
1168 ncColor = c_brown;
1169
1170 } else if( cTemp == U'*' ) {
1171 ncColor = c_red;
1172 }
1173
1174 mvwputch( w_rip, point( iX + FULL_SCREEN_WIDTH / 2 - ( iMaxWidth / 2 ), iY + 1 ), ncColor,
1175 cTemp );
1176 }
1177 iX += mk_wcwidth( cTemp );
1178 }
1179 }
1180
1181 std::string sTemp;
1182
1183 center_print( w_rip, iInfoLine++, c_white, _( "Survived:" ) );
1184
1186 const int minutes = to_minutes<int>( survived ) % 60;
1187 const int hours = to_hours<int>( survived ) % 24;
1188 const int days = to_days<int>( survived );
1189
1190 if( days > 0 ) {
1191 sTemp = string_format( "%dd %dh %dm", days, hours, minutes );
1192 } else if( hours > 0 ) {
1193 sTemp = string_format( "%dh %dm", hours, minutes );
1194 } else {
1195 sTemp = string_format( "%dm", minutes );
1196 }
1197
1198 center_print( w_rip, iInfoLine++, c_white, sTemp );
1199
1200 const int iTotalKills = get_kill_tracker().monster_kill_count();
1201
1202 sTemp = _( "Kills:" );
1203 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - 5, 1 + iInfoLine++ ), c_light_gray,
1204 ( sTemp + " " ) );
1205 wprintz( w_rip, c_magenta, "%d", iTotalKills );
1206
1207 sTemp = _( "In memory of:" );
1208 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - utf8_width( sTemp ) / 2, iNameLine++ ),
1210 sTemp );
1211
1212 sTemp = u.name;
1213 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - utf8_width( sTemp ) / 2, iNameLine++ ), c_white,
1214 sTemp );
1215
1216 sTemp = _( "Last Words:" );
1217 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - utf8_width( sTemp ) / 2, iNameLine++ ),
1219 sTemp );
1220
1221 int iStartX = FULL_SCREEN_WIDTH / 2 - ( ( iMaxWidth - 4 ) / 2 );
1222 std::string sLastWords = string_input_popup()
1223 .window( w_rip, point( iStartX, iNameLine ), iStartX + iMaxWidth - 4 - 1 )
1224 .max_length( iMaxWidth - 4 - 1 )
1225 .query_string();
1226 death_screen();
1227 const bool is_suicide = uquit == QUIT_SUICIDE;
1228 events().send<event_type::game_over>( is_suicide, sLastWords );
1229 // Struck the save_player_data here to forestall Weirdness
1230 std::string char_filename = generate_memorial_filename( u.name );
1231 move_save_to_graveyard( char_filename );
1232 write_memorial_file( char_filename, sLastWords );
1233 memorial().clear();
1234 std::vector<std::string> characters = list_active_characters();
1235 // remove current player from the active characters list, as they are dead
1236 std::vector<std::string>::iterator curchar = std::find( characters.begin(),
1237 characters.end(), u.name );
1238 if( curchar != characters.end() ) {
1239 characters.erase( curchar );
1240 }
1241
1242 if( characters.empty() ) {
1243 bool queryDelete = false;
1244 bool queryReset = false;
1245
1246 if( get_option<std::string>( "WORLD_END" ) == "query" ) {
1247 bool decided = false;
1248 std::string buffer = _( "Warning: NPC interactions and some other global flags "
1249 "will not all reset when starting a new character in an "
1250 "already-played world. This can lead to some strange "
1251 "behavior.\n\n"
1252 "Are you sure you wish to keep this world?"
1253 );
1254
1255 while( !decided ) {
1256 uilist smenu;
1257 smenu.allow_cancel = false;
1258 smenu.addentry( 0, true, 'r', "%s", _( "Reset world" ) );
1259 smenu.addentry( 1, true, 'd', "%s", _( "Delete world" ) );
1260 smenu.addentry( 2, true, 'k', "%s", _( "Keep world" ) );
1261 smenu.query();
1262
1263 switch( smenu.ret ) {
1264 case 0:
1265 queryReset = true;
1266 decided = true;
1267 break;
1268 case 1:
1269 queryDelete = true;
1270 decided = true;
1271 break;
1272 case 2:
1273 decided = query_yn( buffer );
1274 break;
1275 }
1276 }
1277 }
1278
1279 if( queryDelete || get_option<std::string>( "WORLD_END" ) == "delete" ) {
1280 world_generator->delete_world( world_generator->active_world->world_name, true );
1281
1282 } else if( queryReset || get_option<std::string>( "WORLD_END" ) == "reset" ) {
1283 world_generator->delete_world( world_generator->active_world->world_name, false );
1284 }
1285 } else if( get_option<std::string>( "WORLD_END" ) != "keep" ) {
1286 std::string tmpmessage;
1287 for( auto &character : characters ) {
1288 tmpmessage += "\n ";
1289 tmpmessage += character;
1290 }
1291 popup( _( "World retained. Characters remaining:%s" ), tmpmessage );
1292 }
1293 if( gamemode ) {
1294 gamemode = std::make_unique<special_game>(); // null gamemode or something..
1295 }
1296 }
1297
1298 //Reset any offset due to driving
1300
1301 //clear all sound channels
1307
1308 MAPBUFFER.reset();
1310
1311#if defined(__ANDROID__)
1312 quick_shortcuts_map.clear();
1313#endif
1314 return true;
1315}
uint32_t UTF8_getch(const char **src, int *srclen)
Definition: catacharset.cpp:18
int utf8_width(const char *s, const bool ignore_tags)
std::string name
Definition: character.h:1504
A wrapper over a pointer to a curses window.
Definition: cursesdef.h:55
void send(const cata::event &) const
Definition: event_bus.cpp:58
void move_save_to_graveyard(const std::string &dirname)
Definition: game.cpp:2789
bool save_maps()
Definition: game.cpp:3053
std::unique_ptr< special_game > gamemode
Definition: game.h:1103
void death_screen()
Definition: game.cpp:2739
monster_range all_monsters()
Same as all_creatures but iterators only over monsters.
Definition: game.cpp:12551
bool save_factions_missions_npcs()
Definition: game.cpp:3039
void despawn_monster(monster &critter)
Despawn a specific monster, it's stored on the overmap.
Definition: game.cpp:11576
const kill_tracker & get_kill_tracker() const
Definition: game.cpp:969
void write_memorial_file(const std::string &filename, std::string sLastWords)
Writes information about the character out to a text file timestamped with the time of the file was m...
Definition: game.cpp:3152
std::vector< std::string > list_active_characters()
Returns a list of currently active character saves.
Definition: game.cpp:3137
bool save_artifacts()
Definition: game.cpp:3047
memorial_logger & memorial()
Definition: game.cpp:3102
void reset_npc_dispositions()
Definition: game.cpp:3011
int monster_kill_count() const
string_input_popup & max_length(int value)
Maximal amount of Unicode characters that can be given by the user.
const std::string & query_string(bool loop=true, bool draw_only=false)
string_input_popup & window(const catacurses::window &w, const point &start, int endx)
Set the window area where to display the input text.
A duration defined as a number of specific time units.
Definition: calendar.h:180
bool allow_cancel
Definition: ui.h:362
bool has_amount(const itype_id &what, int qty, bool pseudo=true, const std::function< bool(const item &)> &filter=return_true< item >) const
Check instance provides at least qty of an item (.
Definition: visitable.cpp:1108
#define c_white
Definition: color.h:18
#define c_light_gray
Definition: color.h:19
#define c_green
Definition: color.h:22
#define c_magenta
Definition: color.h:25
#define c_brown
Definition: color.h:26
#define c_red
Definition: color.h:21
static const itype_id itype_holybook_bible1("holybook_bible1")
static std::string generate_memorial_filename(const std::string &char_name)
Definition: game.cpp:1004
static const itype_id itype_holybook_bible2("holybook_bible2")
static const itype_id itype_holybook_bible3("holybook_bible3")
@ QUIT_DIED
Definition: game.h:72
@ QUIT_SUICIDE
Definition: game.h:69
const time_point & start_of_cataclysm
Definition: calendar.cpp:33
window newwin(int nlines, int ncols, const point &begin)
Definition: ncurses_def.cpp:34
FMT_CONSTEXPR bool find(Ptr first, Ptr last, T value, Ptr &out)
const size_t size
Definition: om_direction.h:27
void do_player_death_hurt(const player &target, bool death)
Definition: sounds.cpp:1633
void fade_audio_channel(channel channel, int duration)
Definition: sounds.cpp:1618
void fade_audio_group(group group, int duration)
Definition: sounds.cpp:1617
int TERMX
Definition: output.cpp:47
void mvwprintz(const catacurses::window &w, const point &p, const nc_color &FG, const std::string &text)
Definition: output.cpp:2035
int FULL_SCREEN_HEIGHT
Definition: output.cpp:56
int TERMY
Definition: output.cpp:48
void center_print(const catacurses::window &w, const int y, const nc_color &FG, const std::string &text)
Definition: output.cpp:446
void wprintz(const catacurses::window &w, const nc_color &FG, const std::string &text)
Definition: output.cpp:2043
int FULL_SCREEN_WIDTH
Definition: output.cpp:55
void mvwputch(const catacurses::window &w, const point &p, nc_color FG, int ch)
Definition: output.cpp:477
void draw_border(const catacurses::window &w, nc_color border_color, const std::string &title, nc_color title_color)
Definition: output.cpp:575
int mk_wcwidth(uint32_t ucs)
Definition: wcwidth.cpp:94

References _, uilist::addentry(), all_monsters(), uilist::allow_cancel, sfx::any, c_brown, c_green, c_light_gray, c_magenta, c_red, c_white, center_print(), memorial_logger::clear(), overmapbuffer::clear(), sfx::context_themes, death_screen(), despawn_monster(), sfx::do_player_death_hurt(), draw_border(), events(), sfx::fade_audio_channel(), sfx::fade_audio_group(), sfx::fatigue, detail::find(), FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, g, game_over, gamemode, generate_memorial_filename(), get_kill_tracker(), visitable< T >::has_amount(), Character::has_trait(), itype_holybook_bible1, itype_holybook_bible2, itype_holybook_bible3, list_active_characters(), MAPBUFFER, string_input_popup::max_length(), memorial(), mk_wcwidth(), kill_tracker::monster_kill_count(), move_save_to_graveyard(), mvwprintz(), mvwputch(), Character::name, catacurses::newwin(), overmap_buffer, point_zero, popup(), uilist::query(), string_input_popup::query_string(), query_yn(), QUIT_DIED, QUIT_SUICIDE, mapbuffer::reset(), reset_npc_dispositions(), uilist::ret, save_artifacts(), save_factions_missions_npcs(), save_maps(), event_bus::send(), set_driving_view_offset(), om_direction::size, calendar::start_of_cataclysm, string_format(), TERMX, TERMY, sfx::time_of_day, calendar::turn, u, uquit, UTF8_getch(), utf8_width(), sfx::weather, string_input_popup::window(), world_generator, wprintz(), and write_memorial_file().

Referenced by do_turn().

◆ cleanup_dead()

void game::cleanup_dead ( )

Definition at line 4378 of file game.cpp.

4379{
4380 // Dead monsters need to stay in the tracker until everything else that needs to die does so
4381 // This is because dying monsters can still interact with other dying monsters (@ref Creature::killer)
4382 bool monster_is_dead = critter_tracker->kill_marked_for_death();
4383
4384 bool npc_is_dead = false;
4385 // can't use all_npcs as that does not include dead ones
4386 for( const auto &n : active_npc ) {
4387 if( n->is_dead() ) {
4388 n->die( nullptr ); // make sure this has been called to create corpses etc.
4389 npc_is_dead = true;
4390 }
4391 }
4392
4393 if( monster_is_dead ) {
4394 // From here on, pointers to creatures get invalidated as dead creatures get removed.
4395 critter_tracker->remove_dead();
4396 }
4397
4398 if( npc_is_dead ) {
4399 for( auto it = active_npc.begin(); it != active_npc.end(); ) {
4400 if( ( *it )->is_dead() ) {
4401 remove_npc_follower( ( *it )->getID() );
4402 overmap_buffer.remove_npc( ( *it )->getID() );
4403 it = active_npc.erase( it );
4404 } else {
4405 it++;
4406 }
4407 }
4408 }
4409
4410 critter_died = false;
4411}
void remove_npc_follower(const character_id &id)
Remove follower id from follower set.
Definition: game.cpp:1967
pimpl< Creature_tracker > critter_tracker
Definition: game.h:1021
std::list< shared_ptr_fast< npc > > active_npc
Definition: game.h:1085
bool critter_died
Has anything died in this turn and needs to be cleaned up?
Definition: game.h:1097
shared_ptr_fast< npc > remove_npc(const character_id &id)
Find npc by id and if found, erase it from the npc list and return it ( or return nullptr if not foun...

References active_npc, critter_died, critter_tracker, overmap_buffer, overmapbuffer::remove_npc(), and remove_npc_follower().

Referenced by do_turn(), and monmove().

◆ clear_zombies()

void game::clear_zombies ( )

Redirects to the creature_tracker clear() function.

Definition at line 5052 of file game.cpp.

5053{
5054 critter_tracker->clear();
5055}

References critter_tracker.

Referenced by setup().

◆ control_vehicle()

void game::control_vehicle ( )
private

Definition at line 5466 of file game.cpp.

5467{
5468 static const itype_id fuel_type_animal( "animal" );
5469 int veh_part = -1;
5470 vehicle *veh = remoteveh();
5471 if( veh == nullptr ) {
5472 if( const optional_vpart_position vp = m.veh_at( u.pos() ) ) {
5473 veh = &vp->vehicle();
5474 veh_part = vp->part_index();
5475 }
5476 }
5477 if( veh != nullptr && veh->player_in_control( u ) &&
5478 veh->avail_part_with_feature( veh_part, "CONTROLS", true ) >= 0 ) {
5479 veh->use_controls( u.pos() );
5480 } else if( veh && veh->player_in_control( u ) &&
5481 veh->avail_part_with_feature( veh_part, "CONTROL_ANIMAL", true ) >= 0 ) {
5482 u.controlling_vehicle = false;
5483 add_msg( m_info, _( "You let go of the reins." ) );
5484 } else if( veh && ( veh->avail_part_with_feature( veh_part, "CONTROLS", true ) >= 0 ||
5485 ( veh->avail_part_with_feature( veh_part, "CONTROL_ANIMAL", true ) >= 0 &&
5486 veh->has_engine_type( fuel_type_animal, false ) && veh->has_harnessed_animal() ) ) &&
5487 u.in_vehicle ) {
5488 if( u.has_trait( trait_WAYFARER ) ) {
5489 add_msg( m_info, _( "You refuse to take control of this vehicle." ) );
5490 return;
5491 }
5492 if( !veh->interact_vehicle_locked() ) {
5493 veh->handle_potential_theft( dynamic_cast<player &>( u ) );
5494 return;
5495 }
5496 if( veh->engine_on ) {
5497 if( !veh->handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
5498 return;
5499 }
5500 u.controlling_vehicle = true;
5501 add_msg( _( "You take control of the %s." ), veh->name );
5502 } else {
5503 if( !veh->handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
5504 return;
5505 }
5506 veh->start_engines( true );
5507 }
5508 } else { // Start looking for nearby vehicle controls.
5509 int num_valid_controls = 0;
5510 cata::optional<tripoint> vehicle_position;
5511 cata::optional<vpart_reference> vehicle_controls;
5512 for( const tripoint elem : m.points_in_radius( g->u.pos(), 1 ) ) {
5513 if( const optional_vpart_position vp = m.veh_at( elem ) ) {
5514 const cata::optional<vpart_reference> controls = vp.value().part_with_feature( "CONTROLS", true );
5515 if( controls ) {
5516 num_valid_controls++;
5517 vehicle_position = elem;
5518 vehicle_controls = controls;
5519 }
5520 }
5521 }
5522 if( num_valid_controls < 1 ) {
5523 add_msg( _( "No vehicle controls found." ) );
5524 return;
5525 } else if( num_valid_controls > 1 ) {
5526 vehicle_position = choose_adjacent( _( "Control vehicle where?" ) );
5527 if( !vehicle_position ) {
5528 return;
5529 }
5530 const optional_vpart_position vp = m.veh_at( *vehicle_position );
5531 if( vp ) {
5532 vehicle_controls = vp.value().part_with_feature( "CONTROLS", true );
5533 if( !vehicle_controls ) {
5534 add_msg( _( "The vehicle doesn't have controls there." ) );
5535 return;
5536 }
5537 } else {
5538 add_msg( _( "No vehicle there." ) );
5539 return;
5540 }
5541 }
5542 // If we hit neither of those, there's only one set of vehicle controls, which should already have been found.
5543 if( vehicle_controls ) {
5544 veh = &vehicle_controls->vehicle();
5545 if( !veh->handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
5546 return;
5547 }
5548 veh->use_controls( *vehicle_position );
5549 //May be folded up (destroyed), so need to re-get it
5550 veh = g->remoteveh();
5551 }
5552 }
5553 if( veh ) {
5554 // If we reached here, we gained control of a vehicle.
5555 // Clear the map memory for the area covered by the vehicle to eliminate ghost vehicles.
5556 for( const tripoint &target : veh->get_points() ) {
5557 u.clear_memorized_tile( m.getabs( target ) );
5558 }
5559 veh->is_following = false;
5560 veh->is_patrolling = false;
5561 veh->autopilot_on = false;
5562 veh->is_autodriving = false;
5563 }
5564}
cata::optional< tripoint > choose_adjacent(const std::string &message, const bool allow_vertical)
Request player input of adjacent tile, possibly including vertical tiles.
Definition: action.cpp:1019
bool in_vehicle
Definition: character.h:1511
void clear_memorized_tile(const tripoint &pos)
Definition: avatar.cpp:165
vehicle * remoteveh()
Returns the current remotely controlled vehicle.
Definition: game.cpp:2575
tripoint_range< tripoint > points_in_radius(const tripoint &center, size_t radius, size_t radiusz=0) const
Definition: map.cpp:8559
optional_vpart_position veh_at(const tripoint &p) const
Checks if tile is occupied by vehicle and by which part.
Definition: map.cpp:1004
Simple wrapper to forward functions that may return a cata::optional to vpart_position.
Definition: player.h:90
bool engine_on
Definition: vehicle.h:1989
std::set< tripoint > & get_points(bool force_refresh=false)
Definition: vehicle.cpp:6758
bool handle_potential_theft(player &p, bool check_only=false, bool prompt=true)
Definition: vehicle.cpp:4377
std::string name
Definition: vehicle.h:1849
bool has_engine_type(const itype_id &ft, bool enabled) const
Definition: vehicle.cpp:1031
void start_engines(bool take_control=false, bool autodrive=false)
void use_controls(const tripoint &pos)
Operate vehicle controls.
vehicle(const vproto_id &type_id, int init_veh_fuel=-1, int init_veh_status=-1)
Definition: vehicle.cpp:251
bool has_harnessed_animal() const
bool interact_vehicle_locked()
int avail_part_with_feature(int p, const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2545
bool autopilot_on
Definition: vehicle.h:1997
bool is_autodriving
Definition: vehicle.h:1982
cata::optional< vpart_reference > part_with_feature(const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2461
static const trait_id trait_WAYFARER("WAYFARER")

References _, add_msg(), vehicle::autopilot_on, vehicle::avail_part_with_feature(), choose_adjacent(), avatar::clear_memorized_tile(), Character::controlling_vehicle, vehicle::engine_on, fuel_type_animal, g, vehicle::get_points(), map::getabs(), vehicle::handle_potential_theft(), vehicle::has_engine_type(), vehicle::has_harnessed_animal(), Character::has_trait(), Character::in_vehicle, vehicle::interact_vehicle_locked(), vehicle::is_autodriving, vehicle::is_following, vehicle::is_patrolling, m, m_info, vehicle::name, vpart_position::part_with_feature(), vehicle::player_in_control(), map::points_in_radius(), Character::pos(), remoteveh(), vehicle::start_engines(), trait_WAYFARER, u, vehicle::use_controls(), cata::optional< T >::value(), map::veh_at(), and vehicle::vehicle().

Referenced by handle_action().

◆ create_or_get_main_ui_adaptor()

shared_ptr_fast< ui_adaptor > game::create_or_get_main_ui_adaptor ( )

In tiles mode w_terrain can have a different font (with a different tile dimension) or can be drawn by cata_tiles which uses tiles that again might have a different dimension then the normal font used everywhere else.

TERRAIN_WINDOW_WIDTH/TERRAIN_WINDOW_HEIGHT defines how many squares can be displayed in w_terrain (using it's specific tile dimension), not including partially drawn squares at the right/bottom. You should use it whenever you want to draw specific squares in that window or to determine whether a specific square is draw on screen (or outside the screen and needs scrolling).

TERRAIN_WINDOW_TERM_WIDTH/TERRAIN_WINDOW_TERM_HEIGHT defines the size of w_terrain in the standard font dimension (the font that everything else uses). You usually don't have to use it, expect for positioning of windows, because the window positions use the standard font dimension.

The code here calculates size available for w_terrain, caps it at max_view_size (the maximal view range than any character can have at any time). It is stored in TERRAIN_WINDOW_*.

Definition at line 3289 of file game.cpp.

3290{
3292 if( !ui ) {
3293 main_ui_adaptor = ui = make_shared_fast<ui_adaptor>();
3294 ui->on_redraw( []( const ui_adaptor & ) {
3295 g->draw();
3296 } );
3297 ui->on_screen_resize( [this]( ui_adaptor & ui ) {
3298 // remove some space for the sidebar, this is the maximal space
3299 // (using standard font) that the terrain window can have
3300 const int sidebar_left = panel_manager::get_manager().get_width_left();
3301 const int sidebar_right = panel_manager::get_manager().get_width_right();
3302
3304 TERRAIN_WINDOW_WIDTH = TERMX - ( sidebar_left + sidebar_right );
3307
3308 /**
3309 * In tiles mode w_terrain can have a different font (with a different
3310 * tile dimension) or can be drawn by cata_tiles which uses tiles that again
3311 * might have a different dimension then the normal font used everywhere else.
3312 *
3313 * TERRAIN_WINDOW_WIDTH/TERRAIN_WINDOW_HEIGHT defines how many squares can
3314 * be displayed in w_terrain (using it's specific tile dimension), not
3315 * including partially drawn squares at the right/bottom. You should
3316 * use it whenever you want to draw specific squares in that window or to
3317 * determine whether a specific square is draw on screen (or outside the screen
3318 * and needs scrolling).
3319 *
3320 * TERRAIN_WINDOW_TERM_WIDTH/TERRAIN_WINDOW_TERM_HEIGHT defines the size of
3321 * w_terrain in the standard font dimension (the font that everything else uses).
3322 * You usually don't have to use it, expect for positioning of windows,
3323 * because the window positions use the standard font dimension.
3324 *
3325 * The code here calculates size available for w_terrain, caps it at
3326 * max_view_size (the maximal view range than any character can have at
3327 * any time).
3328 * It is stored in TERRAIN_WINDOW_*.
3329 */
3331
3332 // Position of the player in the terrain window, it is always in the center
3335
3337 point( sidebar_left, 0 ) );
3338
3339 // minimap is always MINIMAP_WIDTH x MINIMAP_HEIGHT in size
3341
3342 // need to init in order to avoid crash. gets updated by the panel code.
3344
3345 ui.position_from_window( catacurses::stdscr );
3346 } );
3347 ui->mark_resize();
3348 }
3349 return ui;
3350}
catacurses::window w_pixel_minimap
Definition: game.h:1039
catacurses::window w_minimap_ptr
Definition: game.h:1076
weak_ptr_fast< ui_adaptor > main_ui_adaptor
Definition: game.h:1122
catacurses::window w_minimap
Definition: game.h:1038
catacurses::window w_terrain_ptr
Definition: game.h:1075
static panel_manager & get_manager()
Definition: panels.h:72
int get_width_right()
Definition: panels.cpp:2294
int get_width_left()
Definition: panels.cpp:2302
static constexpr int MINIMAP_WIDTH
static constexpr int MINIMAP_HEIGHT
void to_map_font_dimension(int &, int &)
Definition: game_ui.cpp:20
std::shared_ptr< T > shared_ptr_fast
Definition: memory_fast.h:16
window stdscr
int TERRAIN_WINDOW_TERM_WIDTH
Definition: output.cpp:53
int TERRAIN_WINDOW_TERM_HEIGHT
Definition: output.cpp:54
int POSX
Definition: output.cpp:49
int TERRAIN_WINDOW_WIDTH
Definition: output.cpp:51
int POSY
Definition: output.cpp:50
int TERRAIN_WINDOW_HEIGHT
Definition: output.cpp:52

References g, panel_manager::get_manager(), panel_manager::get_width_left(), panel_manager::get_width_right(), main_ui_adaptor, MINIMAP_HEIGHT, MINIMAP_WIDTH, catacurses::newwin(), point_zero, POSX, POSY, catacurses::stdscr, TERMX, TERMY, TERRAIN_WINDOW_HEIGHT, TERRAIN_WINDOW_TERM_HEIGHT, TERRAIN_WINDOW_TERM_WIDTH, TERRAIN_WINDOW_WIDTH, to_map_font_dimension(), w_minimap, w_minimap_ptr, w_pixel_minimap, w_terrain, and w_terrain_ptr.

◆ create_starting_npcs()

void game::create_starting_npcs ( )
private

Definition at line 974 of file game.cpp.

975{
976 if( !get_option<bool>( "STATIC_NPC" ) ||
977 get_option<std::string>( "STARTING_NPC" ) == "never" ) {
978 return; //Do not generate a starting npc.
979 }
980
981 //We don't want more than one starting npc per starting location
982 const int radius = 1;
983 if( !overmap_buffer.get_npcs_near_player( radius ).empty() ) {
984 return; //There is already an NPC in this starting location
985 }
986
987 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
988 tmp->normalize();
989 tmp->randomize( one_in( 2 ) ? NC_DOCTOR : NC_NONE );
990 tmp->spawn_at_precise( { get_levx(), get_levy() }, u.pos() - point_south_east );
992 tmp->form_opinion( u );
993 tmp->set_attitude( NPCATT_NULL );
994 //This sets the NPC mission. This NPC remains in the starting location.
995 tmp->mission = NPC_MISSION_SHELTER;
996 tmp->chatbin.first_topic = "TALK_SHELTER";
997 tmp->toggle_trait( trait_id( "NPC_STARTING_NPC" ) );
998 tmp->set_fac( faction_id( "no_faction" ) );
999 //One random starting NPC mission
1000 tmp->add_new_mission( mission::reserve_random( ORIGIN_OPENER_NPC, tmp->global_omt_location(),
1001 tmp->getID() ) );
1002}
int get_levy() const
Definition: game.cpp:12441
int get_levx() const
The top left corner of the reality bubble (in submaps coordinates).
Definition: game.cpp:12436
static mission * reserve_random(mission_origin origin, const tripoint_abs_omt &p, const character_id &npc_id)
Definition: mission.cpp:200
std::vector< shared_ptr_fast< npc > > get_npcs_near_player(int radius)
Same as get_npcs_near(int,int,int,int) but uses player position as center.
void insert_npc(const shared_ptr_fast< npc > &who)
Adds the npc to an overmap ( based on the npcs current location ) and stores it there.
string_id< faction > faction_id
Definition: clzones.h:30
@ ORIGIN_OPENER_NPC
Definition: mission.h:45
@ NPCATT_NULL
Definition: npc.h:81
@ NPC_MISSION_SHELTER
Definition: npc.h:181
npc_class_id NC_NONE("NC_NONE")
npc_class_id NC_DOCTOR("NC_DOCTOR")
static constexpr point point_south_east
Definition: point.h:279
bool one_in(int chance)
Definition: rng.cpp:65

References get_levx(), get_levy(), overmapbuffer::get_npcs_near_player(), overmapbuffer::insert_npc(), NC_DOCTOR, NC_NONE, NPC_MISSION_SHELTER, NPCATT_NULL, one_in(), ORIGIN_OPENER_NPC, overmap_buffer, point_south_east, Character::pos(), mission::reserve_random(), trait_id, and u.

Referenced by start_game().

◆ critter_at() [1/2]

template<typename T >
T * game::critter_at ( const tripoint p,
bool  allow_hallucination = false 
)

Returns the Creature at the given location.

Optionally casted to the given type of creature: npc, player, monster - if there is a creature, but it's not of the requested type, returns nullptr.

Parameters
allow_hallucinationWhether to return monsters that are actually hallucinations.

Definition at line 4857 of file game.cpp.

4858{
4859 if( const shared_ptr_fast<monster> mon_ptr = critter_tracker->find( p ) ) {
4860 if( !allow_hallucination && mon_ptr->is_hallucination() ) {
4861 return nullptr;
4862 }
4863 // if we wanted to check for an NPC / player / avatar,
4864 // there is sometimes a monster AND an NPC/player there at the same time.
4865 // because the NPC/player etc may be riding that monster.
4866 // so only return the monster if we were actually looking for a monster.
4867 // otherwise, keep looking for the rider.
4868 // critter_at<creature> or critter_at() with no template will still default to returning monster first,
4869 // which is ok for the occasions where that happens.
4870 if( !mon_ptr->has_effect( effect_ridden ) || ( std::is_same<T, monster>::value ||
4871 std::is_same<T, Creature>::value || std::is_same<T, const monster>::value ||
4872 std::is_same<T, const Creature>::value ) ) {
4873 return dynamic_cast<T *>( mon_ptr.get() );
4874 }
4875 }
4876 if( !std::is_same<T, npc>::value && !std::is_same<T, const npc>::value ) {
4877 if( p == u.pos() ) {
4878 return dynamic_cast<T *>( &u );
4879 }
4880 }
4881 for( auto &cur_npc : active_npc ) {
4882 if( cur_npc->pos() == p && !cur_npc->is_dead() ) {
4883 return dynamic_cast<T *>( cur_npc.get() );
4884 }
4885 }
4886 return nullptr;
4887}
static const efftype_id effect_ridden("ridden")

References active_npc, critter_tracker, effect_ridden, Character::pos(), and u.

Referenced by draw_look_around_cursor(), examine(), find_or_make_stairs(), fling_creature(), forced_door_closing(), get_player_input(), is_empty(), knockback(), phasing_move(), print_all_tile_info(), spawn_hallucination(), swap_critters(), and update_stair_monsters().

◆ critter_at() [2/2]

template<typename T >
const T * game::critter_at ( const tripoint p,
bool  allow_hallucination = false 
) const

Definition at line 4890 of file game.cpp.

4891{
4892 return const_cast<game *>( this )->critter_at<T>( p, allow_hallucination );
4893}
Definition: game.h:144

◆ critter_by_id()

template<typename T >
template Creature * game::critter_by_id< Creature > ( const character_id id)
Returns
The living creature with the given id. Returns null if no living creature with such an id exists. Never returns a dead creature. Currently only the player character and npcs have ids.

Definition at line 4936 of file game.cpp.

4937{
4938 if( id == u.getID() ) {
4939 // player is always alive, therefore no is-dead check
4940 return dynamic_cast<T *>( &u );
4941 }
4942 return find_npc( id );
4943}
character_id getID() const
Definition: character.cpp:477
npc * find_npc(character_id id)
Find the npc with the given ID.
Definition: game.cpp:1956

References find_npc(), Character::getID(), and u.

◆ death_screen()

void game::death_screen ( )
private

Definition at line 2739 of file game.cpp.

2740{
2741 gamemode->game_over();
2745 follower_ids.clear();
2747}
stats_tracker & stats()
Definition: game.cpp:3097
void disp_NPC_epilogues()
Definition: game.cpp:3176
void display_faction_epilogues()
Definition: game.cpp:3193
void display_messages()
Definition: messages.cpp:801
void show_scores_ui(const achievements_tracker &achievements, stats_tracker &stats, const kill_tracker &kills)
Definition: scores_ui.cpp:69

References achievements_tracker_ptr, disp_NPC_epilogues(), display_faction_epilogues(), Messages::display_messages(), follower_ids, gamemode, get_kill_tracker(), show_scores_ui(), and stats().

Referenced by cleanup_at_end().

◆ despawn_monster()

void game::despawn_monster ( monster critter)

Despawn a specific monster, it's stored on the overmap.

Also removes it from the creature tracker. Keep in mind that any monster index may point to a different monster after calling this (or to no monster at all).

Definition at line 11576 of file game.cpp.

11577{
11578 if( !critter.is_hallucination() ) {
11579 // hallucinations aren't stored, they come and go as they like,
11581 }
11582
11583 critter.on_unload();
11584 remove_zombie( critter );
11585 // simulate it being dead so further processing of it (e.g. in monmove) will yield
11586 critter.set_hp( 0 );
11587}
void remove_zombie(const monster &critter)
Definition: game.cpp:5047
bool is_hallucination() const override
Definition: monster.cpp:2652
void on_unload()
Do some cleanup and caching as monster is being unloaded from map.
Definition: monster.cpp:2984
void set_hp(int hp)
Directly set the current hp of the monster (not capped at the maximal hp).
Definition: monster.cpp:1635
void despawn_monster(const monster &critter)
Despawn the monster back onto the overmap.

References overmapbuffer::despawn_monster(), monster::is_hallucination(), monster::on_unload(), overmap_buffer, remove_zombie(), and monster::set_hp().

Referenced by cleanup_at_end(), monmove(), place_player_overmap(), and shift_monsters().

◆ disable_robot()

bool game::disable_robot ( const tripoint p)

If there is a robot (that can be disabled), query the player and try to disable it.

Returns
true if the robot has been disabled or a similar action has been done. false if the player did not choose any action and the function has effectively done nothing.

Definition at line 9200 of file game.cpp.

9201{
9202 monster *const mon_ptr = critter_at<monster>( p );
9203 if( !mon_ptr ) {
9204 return false;
9205 }
9206 monster &critter = *mon_ptr;
9207 if( critter.friendly == 0 || critter.has_flag( MF_RIDEABLE_MECH ) ||
9208 ( critter.has_flag( MF_PAY_BOT ) && critter.has_effect( effect_paid ) ) ) {
9209 // Can only disable / reprogram friendly monsters
9210 return false;
9211 }
9212 const auto mid = critter.type->id;
9213 const auto mon_item_id = critter.type->revert_to_itype;
9214 if( !mon_item_id.is_empty() &&
9215 query_yn( _( "Deactivate the %s?" ), critter.name() ) ) {
9216
9217 u.moves -= 100;
9218 m.add_item_or_charges( p, critter.to_item() );
9219 if( !critter.has_flag( MF_INTERIOR_AMMO ) ) {
9220 for( auto &ammodef : critter.ammo ) {
9221 if( ammodef.second > 0 ) {
9222 m.spawn_item( p.xy(), ammodef.first, 1, ammodef.second, calendar::turn );
9223 }
9224 }
9225 }
9226 remove_zombie( critter );
9227 return true;
9228 }
9229 // Manhacks are special, they have their own menu here.
9230 if( mid == mon_manhack ) {
9231 int choice = UILIST_CANCEL;
9232 if( critter.has_effect( effect_docile ) ) {
9233 choice = uilist( _( "Reprogram the manhack?" ), { _( "Engage targets." ) } );
9234 } else {
9235 choice = uilist( _( "Reprogram the manhack?" ), { _( "Follow me." ) } );
9236 }
9237 switch( choice ) {
9238 case 0:
9239 if( critter.has_effect( effect_docile ) ) {
9240 critter.remove_effect( effect_docile );
9241 if( one_in( 3 ) ) {
9242 add_msg( _( "The %s hovers momentarily as it surveys the area." ),
9243 critter.name() );
9244 }
9245 } else {
9246 critter.add_effect( effect_docile, 1_turns, num_bp );
9247 if( one_in( 3 ) ) {
9248 add_msg( _( "The %s lets out a whirring noise and starts to follow you." ),
9249 critter.name() );
9250 }
9251 }
9252 u.moves -= 100;
9253 return true;
9254 default:
9255 break;
9256 }
9257 }
9258 return false;
9259}
@ num_bp
Definition: bodypart.h:52
bool remove_effect(const efftype_id &eff_id, body_part bp=num_bp)
Removes a listed effect.
Definition: creature.cpp:1136
void spawn_item(const tripoint &p, const itype_id &type_id, unsigned quantity=1, int charges=0, const time_point &birthday=calendar::start_of_cataclysm, int damlevel=0)
Definition: map.cpp:4173
bool has_flag(m_flag f) const override
Definition: monster.cpp:869
item to_item() const
Convert this monster into an item (see mtype::revert_to_itype).
Definition: monster.cpp:2792
void add_effect(const efftype_id &eff_id, const time_duration &dur, const bodypart_str_id &bp, int intensity=0, bool force=false, bool deferred=false) override
Performs any monster-specific modifications to the arguments before passing to Creature::add_effect()...
Definition: monster.cpp:1811
int friendly
Definition: monster.h:473
std::string name(unsigned int quantity=1) const
Definition: monster.cpp:492
std::map< itype_id, int > ammo
Definition: monster.h:514
static const efftype_id effect_docile("docile")
static const efftype_id effect_paid("paid")
static const mtype_id mon_manhack("mon_manhack")
@ MF_INTERIOR_AMMO
Definition: mtype.h:146
@ MF_RIDEABLE_MECH
Definition: mtype.h:115
@ MF_PAY_BOT
Definition: mtype.h:121
itype_id revert_to_itype
If this is not empty, the monster can be converted into an item of this type (if it's friendly).
Definition: mtype.h:361
constexpr point xy() const
Definition: point.h:220
const int UILIST_CANCEL
Definition: ui.h:28

References _, monster::add_effect(), map::add_item_or_charges(), add_msg(), monster::ammo, effect_docile, effect_paid, monster::friendly, Creature::has_effect(), monster::has_flag(), mtype::id, m, MF_INTERIOR_AMMO, MF_PAY_BOT, MF_RIDEABLE_MECH, mon_manhack, Creature::moves, monster::name(), num_bp, one_in(), query_yn(), Creature::remove_effect(), remove_zombie(), mtype::revert_to_itype, map::spawn_item(), monster::to_item(), calendar::turn, monster::type, u, UILIST_CANCEL, and tripoint::xy().

Referenced by examine().

◆ disp_NPC_epilogues()

void game::disp_NPC_epilogues ( )
private

Definition at line 3176 of file game.cpp.

3177{
3178 // TODO: This search needs to be expanded to all NPCs
3179 for( auto elem : follower_ids ) {
3181 if( !guy ) {
3182 continue;
3183 }
3184 const auto new_win = []() {
3186 point( std::max( 0, ( TERMX - FULL_SCREEN_WIDTH ) / 2 ),
3187 std::max( 0, ( TERMY - FULL_SCREEN_HEIGHT ) / 2 ) ) );
3188 };
3189 scrollable_text( new_win, guy->disp_name(), guy->get_epilogue() );
3190 }
3191}
shared_ptr_fast< npc > find_npc(character_id id)
Find the npc with the given ID.
void scrollable_text(const std::function< catacurses::window()> &init_window, const std::string &title, const std::string &text)
Definition: output.cpp:352

References overmapbuffer::find_npc(), follower_ids, FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, catacurses::newwin(), overmap_buffer, scrollable_text(), TERMX, and TERMY.

Referenced by death_screen().

◆ disp_NPCs()

void game::disp_NPCs ( )

Definition at line 3227 of file game.cpp.

3228{
3229 const tripoint_abs_omt ppos = u.global_omt_location();
3230 const tripoint &lpos = u.pos();
3231 std::vector<shared_ptr_fast<npc>> npcs = overmap_buffer.get_npcs_near_player( 100 );
3232 std::sort( npcs.begin(), npcs.end(), npc_dist_to_player() );
3233
3235 ui_adaptor ui;
3236 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
3239 TERMY > FULL_SCREEN_HEIGHT ? ( TERMY - FULL_SCREEN_HEIGHT ) / 2 : 0 ) );
3240 ui.position_from_window( w );
3241 } );
3242 ui.mark_resize();
3243 ui.on_redraw( [&]( const ui_adaptor & ) {
3244 werase( w );
3245 mvwprintz( w, point_zero, c_white, _( "Your overmap position: %s" ), ppos.to_string() );
3246 // NOLINTNEXTLINE(cata-use-named-point-constants)
3247 mvwprintz( w, point( 0, 1 ), c_white, _( "Your local position: %s" ), lpos.to_string() );
3248 size_t i;
3249 for( i = 0; i < 20 && i < npcs.size(); i++ ) {
3250 const tripoint_abs_omt apos = npcs[i]->global_omt_location();
3251 mvwprintz( w, point( 0, i + 3 ), c_white, "%s: %s", npcs[i]->name,
3252 apos.to_string() );
3253 }
3254 for( const monster &m : all_monsters() ) {
3255 mvwprintz( w, point( 0, i + 3 ), c_white, "%s: %d, %d, %d", m.name(),
3256 m.posx(), m.posy(), m.posz() );
3257 ++i;
3258 }
3259 wnoutrefresh( w );
3260 } );
3261
3262 input_context ctxt( "DISP_NPCS" );
3263 ctxt.register_action( "CONFIRM" );
3264 ctxt.register_action( "QUIT" );
3265 ctxt.register_action( "HELP_KEYBINDINGS" );
3266 bool stop = false;
3267 while( !stop ) {
3269 const std::string action = ctxt.handle_input();
3270 if( action == "CONFIRM" || action == "QUIT" ) {
3271 stop = true;
3272 }
3273 }
3274}
tripoint_abs_omt global_omt_location() const
Returns the location of the player in global overmap terrain coordinates.
Definition: character.cpp:6348
std::string to_string() const
Definition: coordinates.h:140
Represents a context in which a set of actions can be performed.
Definition: input.h:382
std::string name(const tripoint &p)
Definition: map.cpp:1320
void wnoutrefresh(const window &win)
Definition: ncurses_def.cpp:43
void werase(const window &win)
Definition: ncurses_def.cpp:53
std::string to_string() const
Definition: point.cpp:16

References _, action, all_monsters(), c_white, FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, overmapbuffer::get_npcs_near_player(), Character::global_omt_location(), input_context::handle_input(), m, mvwprintz(), map::name(), om_direction::name(), catacurses::newwin(), overmap_buffer, point_zero, Character::pos(), ui_manager::redraw(), input_context::register_action(), TERMX, TERMY, coords::coord_point< Point, Origin, Scale >::to_string(), tripoint::to_string(), u, catacurses::werase(), and catacurses::wnoutrefresh().

◆ display_faction_epilogues()

void game::display_faction_epilogues ( )
private

Definition at line 3193 of file game.cpp.

3194{
3195 for( const auto &elem : faction_manager_ptr->all() ) {
3196 if( elem.second.known_by_u ) {
3197 const std::vector<std::string> epilogue = elem.second.epilogue();
3198 if( !epilogue.empty() ) {
3199 const auto new_win = []() {
3201 point( std::max( 0, ( TERMX - FULL_SCREEN_WIDTH ) / 2 ),
3202 std::max( 0, ( TERMY - FULL_SCREEN_HEIGHT ) / 2 ) ) );
3203 };
3204 scrollable_text( new_win, elem.second.name,
3205 std::accumulate( epilogue.begin() + 1, epilogue.end(), epilogue.front(),
3206 []( const std::string & lhs, const std::string & rhs ) -> std::string {
3207 return lhs + "\n" + rhs;
3208 } ) );
3209 }
3210 }
3211 }
3212}
pimpl< faction_manager > faction_manager_ptr
Definition: game.h:1022

References faction_manager_ptr, FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, catacurses::newwin(), scrollable_text(), TERMX, and TERMY.

Referenced by death_screen().

◆ display_lighting()

void game::display_lighting ( )
private

Definition at line 11788 of file game.cpp.

11789{
11790 if( use_tiles ) {
11792 if( !g->display_overlay_state( ACTION_DISPLAY_LIGHTING ) ) {
11793 return;
11794 }
11795 uilist lighting_menu;
11796 std::vector<std::string> lighting_menu_strings{
11797 "Global lighting conditions"
11798 };
11799
11800 int count = 0;
11801 for( const auto &menu_str : lighting_menu_strings ) {
11802 lighting_menu.addentry( count++, true, MENU_AUTOASSIGN, "%s", menu_str );
11803 }
11804
11805 lighting_menu.w_y_setup = 0;
11806 lighting_menu.query();
11807 if( ( lighting_menu.ret >= 0 ) &&
11808 ( static_cast<size_t>( lighting_menu.ret ) < lighting_menu_strings.size() ) ) {
11809 g->displaying_lighting_condition = lighting_menu.ret;
11810 }
11811 }
11812}
@ ACTION_DISPLAY_LIGHTING
Toggle lighting conditions map.
Definition: action.h:317
bool use_tiles
Use tiles for display.
void display_toggle_overlay(action_id)
Definition: game.cpp:11684
pos_scalar w_y_setup
Definition: ui.h:338
constexpr size_t count()
Definition: fmtlib_core.h:1073
const int MENU_AUTOASSIGN
Definition: ui.h:31

References ACTION_DISPLAY_LIGHTING, uilist::addentry(), detail::count(), display_toggle_overlay(), g, MENU_AUTOASSIGN, uilist::query(), uilist::ret, use_tiles, and uilist::w_y_setup.

Referenced by handle_action(), and look_around().

◆ display_overlay_state()

bool game::display_overlay_state ( action_id  action)

Definition at line 11679 of file game.cpp.

11680{
11682}
cata::optional< action_id > displaying_overlays
Definition: game.h:967

References action, and displaying_overlays.

Referenced by display_toggle_overlay(), and display_visibility().

◆ display_radiation()

void game::display_radiation ( )
private

Definition at line 11814 of file game.cpp.

11815{
11816 if( use_tiles ) {
11818 }
11819}
@ ACTION_DISPLAY_RADIATION
Toggle radiation map.
Definition: action.h:319

References ACTION_DISPLAY_RADIATION, display_toggle_overlay(), and use_tiles.

Referenced by handle_action(), and look_around().

◆ display_scent()

void game::display_scent ( )
private

Definition at line 11693 of file game.cpp.

11694{
11695 if( use_tiles ) {
11697 } else {
11698 int div;
11699 bool got_value = query_int( div, _( "Set the Scent Map sensitivity to (0 to cancel)?" ) );
11700 if( !got_value || div < 1 ) {
11701 add_msg( _( "Never mind." ) );
11702 return;
11703 }
11704 shared_ptr_fast<game::draw_callback_t> scent_cb = make_shared_fast<game::draw_callback_t>( [&]() {
11705 scent.draw( w_terrain, div * 2, u.pos() + u.view_offset );
11706 } );
11707 g->add_draw_callback( scent_cb );
11708
11711 }
11712}
@ ACTION_DISPLAY_SCENT
Toggle scent map.
Definition: action.h:279
void wait_for_any_key()
Wait until the user presses a key.
Definition: input.cpp:1309
tripoint view_offset
Definition: player.h:609
void draw(const catacurses::window &win, int div, const tripoint &center) const
Definition: scent_map.cpp:70
input_manager inp_mngr
Definition: input.cpp:109
bool query_int(int &result, int default_val, const std::string &text)
Definition: output.cpp:718

References _, ACTION_DISPLAY_SCENT, add_msg(), display_toggle_overlay(), scent_map::draw(), g, inp_mngr, Character::pos(), query_int(), ui_manager::redraw(), scent, u, use_tiles, player::view_offset, w_terrain, and input_manager::wait_for_any_key().

Referenced by handle_action(), and look_around().

◆ display_temperature()

void game::display_temperature ( )
private

Definition at line 11714 of file game.cpp.

11715{
11716 if( use_tiles ) {
11718 }
11719}
@ ACTION_DISPLAY_TEMPERATURE
Toggle temperature map.
Definition: action.h:311

References ACTION_DISPLAY_TEMPERATURE, display_toggle_overlay(), and use_tiles.

Referenced by handle_action(), and look_around().

◆ display_toggle_overlay()

void game::display_toggle_overlay ( action_id  action)

Definition at line 11684 of file game.cpp.

11685{
11686 if( display_overlay_state( action ) ) {
11687 displaying_overlays.reset();
11688 } else {
11690 }
11691}
bool display_overlay_state(action_id)
Definition: game.cpp:11679

References action, display_overlay_state(), and displaying_overlays.

Referenced by display_lighting(), display_radiation(), display_scent(), display_temperature(), display_transparency(), display_vehicle_ai(), and display_visibility().

◆ display_transparency()

void game::display_transparency ( )
private

Definition at line 11821 of file game.cpp.

11822{
11823 if( use_tiles ) {
11825 }
11826}
@ ACTION_DISPLAY_TRANSPARENCY
Toggle transparency map.
Definition: action.h:321

References ACTION_DISPLAY_TRANSPARENCY, display_toggle_overlay(), and use_tiles.

Referenced by handle_action(), and look_around().

◆ display_vehicle_ai()

void game::display_vehicle_ai ( )
private

Definition at line 11721 of file game.cpp.

11722{
11723 if( use_tiles ) {
11725 }
11726}
@ ACTION_DISPLAY_VEHICLE_AI
Toggle vehicle autopilot data.
Definition: action.h:313

References ACTION_DISPLAY_VEHICLE_AI, display_toggle_overlay(), and use_tiles.

Referenced by handle_action().

◆ display_visibility()

void game::display_visibility ( )
private

Definition at line 11728 of file game.cpp.

11729{
11730 if( use_tiles ) {
11733 std::vector< tripoint > locations;
11734 uilist creature_menu;
11735 int num_creatures = 0;
11736 creature_menu.addentry( num_creatures++, true, MENU_AUTOASSIGN, "%s", _( "You" ) );
11737 locations.emplace_back( g->u.pos() ); // add player first.
11738 for( const Creature &critter : g->all_creatures() ) {
11739 if( critter.is_player() ) {
11740 continue;
11741 }
11742 creature_menu.addentry( num_creatures++, true, MENU_AUTOASSIGN, critter.disp_name() );
11743 locations.emplace_back( critter.pos() );
11744 }
11745
11746 pointmenu_cb callback( locations );
11747 creature_menu.callback = &callback;
11748 creature_menu.w_y_setup = 0;
11749 creature_menu.query();
11750 if( creature_menu.ret >= 0 && static_cast<size_t>( creature_menu.ret ) < locations.size() ) {
11751 Creature *creature = critter_at<Creature>( locations[creature_menu.ret] );
11753 }
11754 } else {
11756 }
11757 }
11758}
@ ACTION_DISPLAY_VISIBILITY
Toggle visibility map.
Definition: action.h:315
size_t num_creatures() const
Returns the approximate number of creatures in the reality bubble.
Definition: game.cpp:5037
Creature * displaying_visibility_creature
Creature for which to display the visibility map.
Definition: game.h:1058
Callback for uilist that pairs menu entries with points When an entry is selected,...
Definition: ui.h:423
uilist_callback * callback
Definition: ui.h:335
generic_factory< overmap_location > locations("overmap location")

References _, ACTION_DISPLAY_VISIBILITY, uilist::addentry(), uilist::callback, creature, display_overlay_state(), display_toggle_overlay(), displaying_visibility_creature, g, anonymous_namespace{overmap_location.cpp}::locations, MENU_AUTOASSIGN, num_creatures(), uilist::query(), uilist::ret, use_tiles, and uilist::w_y_setup.

Referenced by handle_action().

◆ do_turn()

bool game::do_turn ( )

MAIN GAME LOOP.

Returns true if game is over (death, saved, quit, etc.).

Definition at line 1437 of file game.cpp.

1438{
1439 if( is_game_over() ) {
1440 return cleanup_at_end();
1441 }
1442 // Actual stuff
1443 if( new_game ) {
1444 new_game = false;
1445 } else {
1446 gamemode->per_turn();
1447 calendar::turn += 1_turns;
1448 }
1449
1450 // starting a new turn, clear out temperature cache
1452 weather.clear_temp_cache();
1453
1454 if( npcs_dirty ) {
1455 load_npcs();
1456 }
1457
1460 // If controlling a vehicle that is owned by someone else
1462 vehicle *veh = veh_pointer_or_null( m.veh_at( u.pos() ) );
1463 if( veh && !veh->handle_potential_theft( dynamic_cast<player &>( u ), true ) ) {
1464 veh->handle_potential_theft( dynamic_cast<player &>( u ), false, false );
1465 }
1466 }
1467 // If riding a horse - chance to spook
1468 if( u.is_mounted() ) {
1470 }
1471 if( calendar::once_every( 1_days ) ) {
1473 }
1474
1475 // Move hordes every 2.5 min
1478 // Hordes that reached the reality bubble need to spawn,
1479 // make them spawn in invisible areas only.
1480 m.spawn_monsters( false );
1481 }
1482
1484
1485 u.update_body();
1486
1487 // Auto-save if autosave is enabled
1488 if( get_option<bool>( "AUTOSAVE" ) &&
1489 calendar::once_every( 1_turns * get_option<int>( "AUTOSAVE_TURNS" ) ) &&
1490 !u.is_dead_state() ) {
1491 autosave();
1492 }
1493
1494 weather.update_weather();
1496
1500 // Process NPC sound events before they move or they hear themselves talking
1501 for( npc &guy : all_npcs() ) {
1502 if( rl_dist( guy.pos(), u.pos() ) < MAX_VIEW_DISTANCE ) {
1504 }
1505 }
1506
1507 // Process sound events into sound markers for display to the player.
1509
1510 if( u.is_deaf() ) {
1512 }
1513
1514 if( !u.has_effect( effect_sleep ) || uquit == QUIT_WATCH ) {
1515 if( u.moves > 0 || uquit == QUIT_WATCH ) {
1516 while( u.moves > 0 || uquit == QUIT_WATCH ) {
1517 cleanup_dead();
1519 // Process any new sounds the player caused during their turn.
1520 for( npc &guy : all_npcs() ) {
1521 if( rl_dist( guy.pos(), u.pos() ) < MAX_VIEW_DISTANCE ) {
1523 }
1524 }
1527 wait_popup.reset();
1529 }
1530
1531 if( queue_screenshot ) {
1535 queue_screenshot = false;
1536 }
1537
1538 if( handle_action() ) {
1540 u.action_taken();
1541 }
1542
1543 if( is_game_over() ) {
1544 return cleanup_at_end();
1545 }
1546
1547 if( uquit == QUIT_WATCH ) {
1548 break;
1549 }
1550 if( u.activity ) {
1552 }
1553 }
1554 // Reset displayed sound markers now that the turn is over.
1555 // We only want this to happen if the player had a chance to examine the sounds.
1557 }
1558 }
1559
1560 if( driving_view_offset.x != 0 || driving_view_offset.y != 0 ) {
1561 // Still have a view offset, but might not be driving anymore,
1562 // or the option has been deactivated,
1563 // might also happen when someone dives from a moving car.
1564 // or when using the handbrake.
1565 vehicle *veh = veh_pointer_or_null( m.veh_at( u.pos() ) );
1566 calc_driving_offset( veh );
1567 }
1568
1569 // No-scent debug mutation has to be processed here or else it takes time to start working
1570 if( !u.has_active_bionic( bionic_id( "bio_scent_mask" ) ) &&
1571 !u.has_trait( trait_id( "DEBUG_NOSCENT" ) ) ) {
1574 }
1575 scent.update( u.pos(), m );
1576
1577 // We need floor cache before checking falling 'n stuff
1579
1582 m.vehmove();
1583 m.process_fields();
1584 m.process_items();
1587
1588 // Apply sounds from previous turn to monster and NPC AI.
1590 // Update vision caches for monsters. If this turns out to be expensive,
1591 // consider a stripped down cache just for monsters.
1592 m.build_map_cache( get_levz(), true );
1593 monmove();
1594 if( calendar::once_every( 5_minutes ) ) {
1596 }
1597 if( calendar::once_every( 10_seconds ) ) {
1598 for( const tripoint &elem : m.get_furn_field_locations() ) {
1599 const auto &furn = m.furn( elem ).obj();
1600 for( const emit_id &e : furn.emissions ) {
1601 m.emit_field( elem, e );
1602 }
1603 }
1604 }
1607 u.process_turn();
1608
1610 cleanup_dead();
1611
1612 if( u.moves < 0 && get_option<bool>( "FORCE_REDRAW" ) ) {
1615 }
1616
1617 if( get_levz() >= 0 && !u.is_underwater() ) {
1618 handle_weather_effects( weather.weather_id );
1619 }
1620
1621 const bool player_is_sleeping = u.has_effect( effect_sleep );
1622 bool wait_redraw = false;
1623 std::string wait_message;
1624 time_duration wait_refresh_rate;
1625 if( player_is_sleeping ) {
1626 wait_redraw = true;
1627 wait_message = _( "Wait till you wake up…" );
1628 wait_refresh_rate = 30_minutes;
1629 if( calendar::once_every( 1_hours ) ) {
1631 }
1632 } else if( u.has_destination() ) {
1633 wait_redraw = true;
1634 wait_message = _( "Travelling…" );
1635 wait_refresh_rate = 15_turns;
1636 } else if( const cata::optional<std::string> progress = u.activity.get_progress_message( u ) ) {
1637 wait_redraw = true;
1638 wait_message = *progress;
1639 if( u.activity.id() == ACT_AUTODRIVE ) {
1640 wait_refresh_rate = 1_turns;
1641 } else {
1642 wait_refresh_rate = 5_minutes;
1643 }
1644 }
1645 if( wait_redraw ) {
1647 calendar::once_every( std::min( 1_minutes, wait_refresh_rate ) ) ) {
1648 if( first_redraw_since_waiting_started || calendar::once_every( wait_refresh_rate ) ) {
1650 }
1651
1652 // Avoid redrawing the main UI every time due to invalidation
1654 wait_popup = std::make_unique<static_popup>();
1655 wait_popup->on_top( true ).wait_message( "%s", wait_message );
1659 }
1660 } else {
1661 // Nothing to wait for now
1662 wait_popup.reset();
1664 }
1665
1667 u.update_body_wetness( get_weather().get_precise() );
1668 u.apply_wetness_morale( weather.temperature );
1669
1670 if( calendar::once_every( 1_minutes ) ) {
1671 u.update_morale();
1672 }
1673
1674 if( calendar::once_every( 9_turns ) ) {
1676 }
1677
1678 if( !u.is_deaf() ) {
1680 }
1685
1686 // reset player noise
1687 u.volume = 0;
1688
1689 return false;
1690}
void update_morale()
Ticks down morale counters and removes them.
Definition: character.cpp:9011
void action_taken()
Called after every action, invalidates player caches.
Definition: character.cpp:877
bool check_mount_is_spooked()
Definition: character.cpp:1102
void update_bodytemp(const map &m, const weather_manager &weather)
Maintains body temperature.
Definition: character.cpp:5195
bool is_mounted() const
Definition: character.cpp:1143
bool has_destination() const
scenttype_id get_type_of_scent() const
Definition: character.cpp:8770
bool check_and_recover_morale()
Checks permanent morale for consistency and recovers it when an inconsistency is found.
Definition: character.cpp:9138
bool is_deaf() const
Definition: character.cpp:4499
void update_body()
Updates all "biology" by one turn.
Definition: character.cpp:4677
bool has_active_bionic(const bionic_id &b) const
Returns true if the player has the entered bionic id and it is powered on.
Definition: character.cpp:1887
void apply_wetness_morale(int temperature)
Recalculates morale penalty/bonus from wetness based on mutations, equipment and temperature.
Definition: suffer.cpp:1805
virtual bool is_underwater() const
Definition: creature.cpp:174
int get_levz() const
Definition: game.cpp:12446
void overmap_npc_move()
Definition: game.cpp:4538
class game::debug_hour_timer debug_hour_timer
npc_range all_npcs()
Same as all_creatures but iterators only over npcs.
Definition: game.cpp:12556
void monmove()
Definition: game.cpp:4413
void autopilot_vehicles()
process vehicles that are following the player
Definition: game.cpp:1754
void add_artifact_dreams()
Definition: game.cpp:12390
int moves_since_last_save
Definition: game.h:1088
bool take_screenshot() const
Saves a screenshot of the current viewport, as a PNG file.
Definition: game.cpp:7429
void calc_driving_offset(vehicle *veh=nullptr)
Definition: game.cpp:1335
bool cleanup_at_end()
Definition: game.cpp:1031
std::unique_ptr< static_popup > wait_popup
Definition: game.h:1124
bool queue_screenshot
Definition: game.h:1067
friend weather_manager & get_weather()
Definition: weather.cpp:64
void autosave()
Definition: game.cpp:11879
void process_activity()
Definition: game.cpp:1743
void update_stair_monsters()
Definition: game.cpp:11367
void process_voluntary_act_interrupt()
Definition: game.cpp:1704
void load_npcs()
Makes any nearby NPCs on the overmap active.
Definition: game.cpp:899
bool npcs_dirty
Has a NPC been spawned since last load?
Definition: game.h:1095
void cleanup_dead()
Definition: game.cpp:4378
bool is_game_over()
Definition: game.cpp:2692
void perhaps_add_random_npc()
Definition: game.cpp:11614
void mon_info_update()
Definition: game.cpp:4183
bool handle_action()
const T & obj() const
Definition: ammo_effect.cpp:26
void build_floor_caches()
Definition: map.cpp:8004
void process_falling()
Invoked drop_everything on cached dirty tiles.
Definition: map.cpp:2269
void emit_field(const tripoint &pos, const emit_id &src, float mul=1.0f)
Runs one cycle of emission src which may result in propagation of fields.
Definition: map_field.cpp:1928
const std::vector< tripoint > & get_furn_field_locations() const
Definition: map.cpp:7701
void spawn_monsters(bool ignore_sight)
Spawn monsters from submap spawn points and from the overmap.
Definition: map.cpp:7660
void vehmove()
Definition: map.cpp:410
void creature_in_field(Creature &critter)
Apply field effects to the creature when it's on a square with fields.
Definition: map_field.cpp:1563
void process_fields()
Definition: map_field.cpp:141
furn_id furn(const tripoint &p) const
Definition: map.cpp:1343
void build_map_cache(int zlev, bool skip_lightmap=false)
Definition: map.cpp:8170
void process_items()
Definition: map.cpp:4559
static void process_all()
Handles mission deadline processing.
Definition: mission.cpp:98
void set_scent(const tripoint_abs_omt &loc, int strength)
Method to set a scent trace.
void process_mongroups()
Process nearby monstergroups (dying mostly).
void move_hordes()
Let hordes move a step.
const activity_id & id() const
cata::optional< std::string > get_progress_message(const avatar &u) const
Helper that returns an activity specific progress message.
bool is_dead_state() const override
Returns true if the player should be dead.
Definition: player.cpp:777
int volume
Definition: player.h:612
int scent
Definition: player.h:621
void update_body_wetness(const w_point &weather)
Maintains body wetness and handles the rate at which the player dries.
Definition: player.cpp:1564
void process_turn() override
Resets movement points and applies other non-idempotent changes.
Definition: player.cpp:277
void set(const tripoint &p, int value, const scenttype_id &type=scenttype_id())
Get the scent value at the given position.
Definition: scent_map.cpp:102
void update(const tripoint &center, map &m)
Definition: scent_map.cpp:150
static constexpr time_duration from_minutes(const T m)
Definition: calendar.h:212
void process()
Process all queued events, potentially altering the game state and modifying the event queue.
static const activity_id ACT_AUTODRIVE("ACT_AUTODRIVE")
static const efftype_id effect_sleep("sleep")
@ QUIT_WATCH
Definition: game.h:73
static constexpr int MAX_VIEW_DISTANCE
void handle_weather_effects(const weather_type_id &w)
Definition: weather.cpp:522
bool once_every(const time_duration &event_frequency)
Predicate to handle rate-limiting.
Definition: calendar.cpp:490
explosion_queue & get_explosion_queue()
Definition: explosion.cpp:1170
void do_vehicle_engine_sfx()
Definition: sounds.cpp:1614
void do_hearing_loss(int turns=-1)
Definition: sounds.cpp:1609
void do_danger_music()
Definition: sounds.cpp:1613
void do_vehicle_exterior_engine_sfx()
Definition: sounds.cpp:1615
void do_fatigue()
Definition: sounds.cpp:1634
void remove_hearing_loss()
Definition: sounds.cpp:1610
void process_sound_markers(player *p)
Definition: sounds.cpp:386
void process_sounds()
Definition: sounds.cpp:304
void reset_markers()
Definition: sounds.cpp:572
vehicle * veh_pointer_or_null(const optional_vpart_position &p)

References _, ACT_AUTODRIVE, Character::action_taken(), Character::activity, add_artifact_dreams(), all_npcs(), Character::apply_wetness_morale(), autopilot_vehicles(), autosave(), map::build_floor_caches(), map::build_map_cache(), calc_driving_offset(), Character::check_and_recover_morale(), Character::check_mount_is_spooked(), cleanup_at_end(), cleanup_dead(), Character::controlling_vehicle, map::creature_in_field(), sfx::do_danger_music(), sfx::do_fatigue(), sfx::do_hearing_loss(), sfx::do_vehicle_engine_sfx(), sfx::do_vehicle_exterior_engine_sfx(), driving_view_offset, effect_sleep, map::emit_field(), explosion_handler::explosion_queue::execute(), first_redraw_since_waiting_started, time_duration::from_minutes(), map::furn(), gamemode, explosion_handler::get_explosion_queue(), map::get_furn_field_locations(), get_levz(), player_activity::get_progress_message(), Character::get_type_of_scent(), get_weather, Character::global_omt_location(), grid_tracker_ptr, handle_action(), vehicle::handle_potential_theft(), handle_weather_effects(), Character::has_active_bionic(), Character::has_destination(), Character::has_distant_destination(), Creature::has_effect(), Character::has_trait(), player_activity::id(), Character::in_vehicle, invalidate_main_ui_adaptor(), player::is_dead_state(), Character::is_deaf(), is_game_over(), Character::is_mounted(), Creature::is_underwater(), load_npcs(), m, MAX_VIEW_DISTANCE, mon_info_update(), monmove(), overmapbuffer::move_hordes(), Creature::moves, moves_since_last_save, new_game, npcs_dirty, int_id< T >::obj(), calendar::once_every(), overmap_buffer, overmap_npc_move(), perhaps_add_random_npc(), Character::pos(), game::debug_hour_timer::print_time(), timed_event_manager::process(), process_activity(), mission::process_all(), map::process_falling(), map::process_fields(), map::process_items(), overmapbuffer::process_mongroups(), sounds::process_sound_markers(), sounds::process_sounds(), player::process_turn(), process_voluntary_act_interrupt(), queue_screenshot, QUIT_WATCH, ui_manager::redraw(), refresh_display(), sfx::remove_hearing_loss(), reset_light_level(), sounds::reset_markers(), rl_dist(), scent, player::scent, scent_map::set(), overmapbuffer::set_scent(), map::spawn_monsters(), take_screenshot(), timed_events, calendar::turn, u, scent_map::update(), Character::update_body(), player::update_body_wetness(), Character::update_bodytemp(), Character::update_morale(), update_stair_monsters(), uquit, map::veh_at(), veh_pointer_or_null(), map::vehmove(), player::volume, wait_popup, point::x, and point::y.

◆ draw()

void game::draw ( )

Definition at line 3464 of file game.cpp.

3465{
3466 if( test_mode ) {
3467 return;
3468 }
3469
3470 //temporary fix for updating visibility for minimap
3471 ter_view_p.z = ( u.pos() + u.view_offset ).z;
3474
3475 werase( w_terrain );
3476 draw_ter();
3477 for( auto it = draw_callbacks.begin(); it != draw_callbacks.end(); ) {
3478 shared_ptr_fast<draw_callback_t> cb = it->lock();
3479 if( cb ) {
3480 ( *cb )();
3481 ++it;
3482 } else {
3483 it = draw_callbacks.erase( it );
3484 }
3485 }
3487
3488 draw_panels( true );
3489}
bool test_mode
Set to true when running in test mode (e.g.
tripoint ter_view_p
Definition: game.h:1034
void draw_panels(bool force_draw=false)
Definition: game.cpp:3491
void draw_ter(bool draw_sounds=true)
Definition: game.cpp:3605
void update_visibility_cache(int zlev)
Definition: map.cpp:5586
int z
Definition: point.h:152

References map::build_map_cache(), draw_callbacks, draw_panels(), draw_ter(), m, Character::pos(), ter_view_p, test_mode, u, map::update_visibility_cache(), player::view_offset, w_terrain, catacurses::werase(), catacurses::wnoutrefresh(), and tripoint::z.

◆ draw_below_override()

void game::draw_below_override ( const tripoint p,
bool  draw 
)

Definition at line 955 of file animation.cpp.

956{
957}

◆ draw_bullet()

void game::draw_bullet ( const tripoint t,
int  i,
const std::vector< tripoint > &  trajectory,
char  bullet 
)

Definition at line 510 of file animation.cpp.

512{
513 draw_bullet_curses( m, t, bullet, &trajectory[i] );
514}
void draw_bullet_curses(map &m, const tripoint &t, const char bullet, const tripoint *const p)
Definition: animation.cpp:451
std::vector< tripoint > trajectory
Definition: ranged.h:32

References anonymous_namespace{animation.cpp}::draw_bullet_curses(), and m.

◆ draw_critter()

void game::draw_critter ( const Creature critter,
const tripoint center 
)

Definition at line 3587 of file game.cpp.

3588{
3589 draw_critter_internal( w_terrain, critter, center, false, m, u );
3590}
static void draw_critter_internal(const catacurses::window &w, const Creature &critter, const tripoint &center, bool inverted, const map &m, const avatar &u)
Definition: game.cpp:3554

References center, draw_critter_internal(), m, u, and w_terrain.

Referenced by draw_ter().

◆ draw_critter_highlighted()

void game::draw_critter_highlighted ( const Creature critter,
const tripoint center 
)

Definition at line 3592 of file game.cpp.

3593{
3594 draw_critter_internal( w_terrain, critter, center, true, m, u );
3595}

References center, draw_critter_internal(), m, u, and w_terrain.

◆ draw_cursor()

void game::draw_cursor ( const tripoint p)

Definition at line 716 of file animation.cpp.

717{
718 const tripoint rp = relative_view_pos( *this, p );
719 mvwputch_inv( w_terrain, rp.xy(), c_light_green, 'X' );
720}
#define c_light_green
Definition: color.h:28
tripoint relative_view_pos(const game &g, const tripoint &p) noexcept
Definition: animation.cpp:119
void mvwputch_inv(const catacurses::window &w, const point &p, nc_color FG, int ch)
Definition: output.cpp:491

References c_light_green, mvwputch_inv(), anonymous_namespace{animation.cpp}::relative_view_pos(), w_terrain, and tripoint::xy().

Referenced by draw_look_around_cursor().

◆ draw_field_override()

void game::draw_field_override ( const tripoint p,
const field_type_id id 
)

Definition at line 911 of file animation.cpp.

912{
913}

◆ draw_furniture_override()

void game::draw_furniture_override ( const tripoint p,
const furn_id id 
)

Definition at line 872 of file animation.cpp.

873{
874}

◆ draw_graffiti_override()

void game::draw_graffiti_override ( const tripoint p,
bool  has 
)

Definition at line 885 of file animation.cpp.

886{
887}

◆ draw_highlight()

void game::draw_highlight ( const tripoint p)

Definition at line 729 of file animation.cpp.

730{
731 // Do nothing
732}

◆ draw_hit_mon()

void game::draw_hit_mon ( const tripoint p,
const monster m,
bool  dead = false 
)

Definition at line 573 of file animation.cpp.

574{
575 draw_hit_mon_curses( p, m, u, dead );
576}
void draw_hit_mon_curses(const tripoint &center, const monster &m, const player &u, const bool dead)
Definition: animation.cpp:544

References dead, anonymous_namespace{animation.cpp}::draw_hit_mon_curses(), m, and u.

◆ draw_hit_player()

void game::draw_hit_player ( const Character p,
int  dam 
)

Definition at line 618 of file animation.cpp.

619{
620 draw_hit_player_curses( *this, p, dam );
621}
void draw_hit_player_curses(const game &g, const Character &p, const int dam)
Definition: animation.cpp:581

References anonymous_namespace{animation.cpp}::draw_hit_player_curses().

◆ draw_item_override()

void game::draw_item_override ( const tripoint p,
const itype_id id,
const mtype_id mid,
bool  hilite 
)

Definition at line 925 of file animation.cpp.

927{
928}

◆ draw_line() [1/2]

void game::draw_line ( const tripoint p,
const std::vector< tripoint > &  points 
)

Definition at line 702 of file animation.cpp.

703{
704 draw_line_curses( *this, points );
705}
void draw_line_curses(game &g, const std::vector< tripoint > &points)
Definition: animation.cpp:682

References anonymous_namespace{animation.cpp}::draw_line_curses().

◆ draw_line() [2/2]

void game::draw_line ( const tripoint p,
const tripoint center_point,
const std::vector< tripoint > &  points,
bool  noreveal = false 
)

Definition at line 669 of file animation.cpp.

671{
672 if( !u.sees( p ) ) {
673 return;
674 }
675
676 draw_line_curses( *this, center, points, noreveal );
677}

References center, anonymous_namespace{animation.cpp}::draw_line_curses(), Character::sees(), and u.

Referenced by draw_ter().

◆ draw_look_around_cursor()

void game::draw_look_around_cursor ( const tripoint lp,
const visibility_variables cache 
)

Definition at line 5974 of file game.cpp.

5975{
5976 if( !liveview.is_enabled() ) {
5977#if defined( TILES )
5978 if( is_draw_tiles_mode() ) {
5979 draw_cursor( lp );
5980 return;
5981 }
5982#endif
5983 const tripoint view_center = u.pos() + u.view_offset;
5984 visibility_type visibility = VIS_HIDDEN;
5985 const bool inbounds = m.inbounds( lp );
5986 if( inbounds ) {
5987 visibility = m.get_visibility( m.apparent_light_at( lp, cache ), cache );
5988 }
5989 if( visibility == VIS_CLEAR ) {
5990 const Creature *const creature = critter_at( lp, true );
5991 if( creature != nullptr && u.sees( *creature ) ) {
5992 creature->draw( w_terrain, view_center, true );
5993 } else {
5994 m.drawsq( w_terrain, lp, drawsq_params().highlight( true ).center( view_center ) );
5995 }
5996 } else {
5997 std::string visibility_indicator;
5998 nc_color visibility_indicator_color = c_white;
5999 switch( visibility ) {
6000 case VIS_CLEAR:
6001 // Already handled by the outer if statement
6002 break;
6003 case VIS_BOOMER:
6004 case VIS_BOOMER_DARK:
6005 visibility_indicator = '#';
6006 visibility_indicator_color = c_pink;
6007 break;
6008 case VIS_DARK:
6009 visibility_indicator = '#';
6010 visibility_indicator_color = c_dark_gray;
6011 break;
6012 case VIS_LIT:
6013 visibility_indicator = '#';
6014 visibility_indicator_color = c_light_gray;
6015 break;
6016 case VIS_HIDDEN:
6017 visibility_indicator = 'x';
6018 visibility_indicator_color = c_white;
6019 break;
6020 }
6021
6022 const tripoint screen_pos = point( POSX, POSY ) + lp - view_center;
6023 mvwputch( w_terrain, screen_pos.xy(), visibility_indicator_color, visibility_indicator );
6024 }
6025 }
6026}
void draw_cursor(const tripoint &p)
Definition: animation.cpp:716
T * critter_at(const tripoint &p, bool allow_hallucination=false)
Returns the Creature at the given location.
Definition: game.cpp:4857
bool is_enabled()
Definition: live_view.cpp:75
virtual bool inbounds(const tripoint &p) const
Definition: map.cpp:7711
visibility_type get_visibility(lit_level ll, const visibility_variables &cache) const
Definition: map.cpp:5632
lit_level apparent_light_at(const tripoint &p, const visibility_variables &cache) const
Determine the visible light level for a tile, based on light_at for the tile, vision distance,...
Definition: lightmap.cpp:700
void drawsq(const catacurses::window &w, const tripoint &p, const drawsq_params &params) const
Draw the map tile at the given coordinate.
Definition: map.cpp:5810
#define c_dark_gray
Definition: color.h:20
#define c_pink
Definition: color.h:31
visibility_type
Definition: enums.h:57
@ VIS_CLEAR
Definition: enums.h:59
@ VIS_BOOMER
Definition: enums.h:61
@ VIS_DARK
Definition: enums.h:62
@ VIS_BOOMER_DARK
Definition: enums.h:63
@ VIS_HIDDEN
Definition: enums.h:58
@ VIS_LIT
Definition: enums.h:60
bool is_draw_tiles_mode()
Check whether we're in tile drawing mode.
Definition: output.cpp:2029
Draw parameters used by map::drawsq() and similar methods.
Definition: map.h:176

References map::apparent_light_at(), c_dark_gray, c_light_gray, c_pink, c_white, center, creature, critter_at(), draw_cursor(), map::drawsq(), map::get_visibility(), map::inbounds(), is_draw_tiles_mode(), live_view::is_enabled(), liveview, m, mvwputch(), Character::pos(), POSX, POSY, Character::sees(), u, player::view_offset, VIS_BOOMER, VIS_BOOMER_DARK, VIS_CLEAR, VIS_DARK, VIS_HIDDEN, VIS_LIT, w_terrain, and tripoint::xy().

Referenced by look_around().

◆ draw_minimap()

void game::draw_minimap ( )
private

Definition at line 3665 of file game.cpp.

3666{
3667
3668 // Draw the box
3669 werase( w_minimap );
3671
3672 const tripoint_abs_omt curs = u.global_omt_location();
3673 const point_abs_omt curs2( curs.xy() );
3675 bool drew_mission = targ == overmap::invalid_tripoint;
3676
3677 for( int i = -2; i <= 2; i++ ) {
3678 for( int j = -2; j <= 2; j++ ) {
3679 const point_abs_omt om( curs2 + point( i, j ) );
3680 nc_color ter_color;
3681 tripoint_abs_omt omp( om, get_levz() );
3682 std::string ter_sym;
3683 const bool seen = overmap_buffer.seen( omp );
3684 const bool vehicle_here = overmap_buffer.has_vehicle( omp );
3685 if( overmap_buffer.has_note( omp ) ) {
3686
3687 const std::string &note_text = overmap_buffer.note( omp );
3688
3689 ter_color = c_yellow;
3690 ter_sym = "N";
3691
3692 int symbolIndex = note_text.find( ':' );
3693 int colorIndex = note_text.find( ';' );
3694
3695 bool symbolFirst = symbolIndex < colorIndex;
3696
3697 if( colorIndex > -1 && symbolIndex > -1 ) {
3698 if( symbolFirst ) {
3699 if( colorIndex > 4 ) {
3700 colorIndex = -1;
3701 }
3702 if( symbolIndex > 1 ) {
3703 symbolIndex = -1;
3704 colorIndex = -1;
3705 }
3706 } else {
3707 if( symbolIndex > 4 ) {
3708 symbolIndex = -1;
3709 }
3710 if( colorIndex > 2 ) {
3711 colorIndex = -1;
3712 }
3713 }
3714 } else if( colorIndex > 2 ) {
3715 colorIndex = -1;
3716 } else if( symbolIndex > 1 ) {
3717 symbolIndex = -1;
3718 }
3719
3720 if( symbolIndex > -1 ) {
3721 int symbolStart = 0;
3722 if( colorIndex > -1 && !symbolFirst ) {
3723 symbolStart = colorIndex + 1;
3724 }
3725 ter_sym = note_text.substr( symbolStart, symbolIndex - symbolStart ).c_str()[0];
3726 }
3727
3728 if( colorIndex > -1 ) {
3729
3730 int colorStart = 0;
3731
3732 if( symbolIndex > -1 && symbolFirst ) {
3733 colorStart = symbolIndex + 1;
3734 }
3735
3736 std::string sym = note_text.substr( colorStart, colorIndex - colorStart );
3737
3738 if( sym.length() == 2 ) {
3739 if( sym == "br" ) {
3740 ter_color = c_brown;
3741 } else if( sym == "lg" ) {
3742 ter_color = c_light_gray;
3743 } else if( sym == "dg" ) {
3744 ter_color = c_dark_gray;
3745 }
3746 } else {
3747 char colorID = sym.c_str()[0];
3748 if( colorID == 'r' ) {
3749 ter_color = c_light_red;
3750 } else if( colorID == 'R' ) {
3751 ter_color = c_red;
3752 } else if( colorID == 'g' ) {
3753 ter_color = c_light_green;
3754 } else if( colorID == 'G' ) {
3755 ter_color = c_green;
3756 } else if( colorID == 'b' ) {
3757 ter_color = c_light_blue;
3758 } else if( colorID == 'B' ) {
3759 ter_color = c_blue;
3760 } else if( colorID == 'W' ) {
3761 ter_color = c_white;
3762 } else if( colorID == 'C' ) {
3763 ter_color = c_cyan;
3764 } else if( colorID == 'c' ) {
3765 ter_color = c_light_cyan;
3766 } else if( colorID == 'P' ) {
3767 ter_color = c_pink;
3768 } else if( colorID == 'm' ) {
3769 ter_color = c_magenta;
3770 }
3771 }
3772 }
3773 } else if( !seen ) {
3774 ter_sym = " ";
3775 ter_color = c_black;
3776 } else if( vehicle_here ) {
3777 ter_color = c_cyan;
3778 ter_sym = "c";
3779 } else {
3780 const oter_id &cur_ter = overmap_buffer.ter( omp );
3781 ter_sym = cur_ter->get_symbol();
3782 if( overmap_buffer.is_explored( omp ) ) {
3783 ter_color = c_dark_gray;
3784 } else {
3785 ter_color = cur_ter->get_color();
3786 }
3787 }
3788 if( !drew_mission && targ.xy() == omp.xy() ) {
3789 // If there is a mission target, and it's not on the same
3790 // overmap terrain as the player character, mark it.
3791 // TODO: Inform player if the mission is above or below
3792 drew_mission = true;
3793 if( i != 0 || j != 0 ) {
3794 ter_color = red_background( ter_color );
3795 }
3796 }
3797 if( i == 0 && j == 0 ) {
3798 mvwputch_hi( w_minimap, point( 3, 3 ), ter_color, ter_sym );
3799 } else {
3800 mvwputch( w_minimap, point( 3 + i, 3 + j ), ter_color, ter_sym );
3801 }
3802 }
3803 }
3804
3805 // Print arrow to mission if we have one!
3806 if( !drew_mission ) {
3807 double slope = curs2.x() != targ.x() ?
3808 static_cast<double>( targ.y() - curs2.y() ) / ( targ.x() - curs2.x() ) : 4;
3809
3810 if( curs2.x() == targ.x() || std::fabs( slope ) > 3.5 ) { // Vertical slope
3811 if( targ.y() > curs2.y() ) {
3812 mvwputch( w_minimap, point( 3, 6 ), c_red, "*" );
3813 } else {
3814 mvwputch( w_minimap, point( 3, 0 ), c_red, "*" );
3815 }
3816 } else {
3817 int arrowx = -1;
3818 int arrowy = -1;
3819 if( std::fabs( slope ) >= 1. ) { // y diff is bigger!
3820 arrowy = targ.y() > curs2.y() ? 6 : 0;
3821 arrowx =
3822 static_cast<int>( 3 + 3 * ( targ.y() > curs2.y() ? slope : ( 0 - slope ) ) );
3823 if( arrowx < 0 ) {
3824 arrowx = 0;
3825 }
3826 if( arrowx > 6 ) {
3827 arrowx = 6;
3828 }
3829 } else {
3830 arrowx = targ.x() > curs2.x() ? 6 : 0;
3831 arrowy = static_cast<int>( 3 + 3 * ( targ.x() > curs2.x() ? slope : -slope ) );
3832 if( arrowy < 0 ) {
3833 arrowy = 0;
3834 }
3835 if( arrowy > 6 ) {
3836 arrowy = 6;
3837 }
3838 }
3839 char glyph = '*';
3840 if( targ.z() > u.posz() ) {
3841 glyph = '^';
3842 } else if( targ.z() < u.posz() ) {
3843 glyph = 'v';
3844 }
3845
3846 mvwputch( w_minimap, point( arrowx, arrowy ), c_red, glyph );
3847 }
3848 }
3849
3850 const int sight_points = g->u.overmap_sight_range( g->light_level( g->u.posz() ) );
3851 for( int i = -3; i <= 3; i++ ) {
3852 for( int j = -3; j <= 3; j++ ) {
3853 if( i > -3 && i < 3 && j > -3 && j < 3 ) {
3854 continue; // only do hordes on the border, skip inner map
3855 }
3856 const tripoint_abs_omt omp( curs2 + point( i, j ), get_levz() );
3858 if( overmap_buffer.seen( omp )
3859 && g->u.overmap_los( omp, sight_points ) ) {
3860 mvwputch( w_minimap, point( i + 3, j + 3 ), c_green,
3861 overmap_buffer.get_horde_size( omp ) > HORDE_VISIBILITY_SIZE * 2 ? 'Z' : 'z' );
3862 }
3863 }
3864 }
3865 }
3866
3868}
tripoint_abs_omt get_active_mission_target() const
Returns the target of the active mission or overmap::invalid_tripoint if there is no active mission.
Definition: avatar.cpp:198
constexpr auto & x()
Definition: coordinates.h:118
constexpr auto & z()
Definition: coordinates.h:133
constexpr auto & y()
Definition: coordinates.h:124
constexpr auto xy() const
Definition: coordinates.h:130
static constexpr tripoint_abs_omt invalid_tripoint
Dummy value, used to indicate that a point returned by a function is invalid.
Definition: overmap.h:260
bool seen(const tripoint_abs_omt &p)
const std::string & note(const tripoint_abs_omt &p)
int get_horde_size(const tripoint_abs_omt &p)
bool is_explored(const tripoint_abs_omt &p)
const oter_id & ter(const tripoint_abs_omt &p)
Returns the overmap terrain at the given OMT coordinates.
bool has_note(const tripoint_abs_omt &p)
Uses global overmap terrain coordinates.
bool has_vehicle(const tripoint_abs_omt &p)
nc_color red_background(const nc_color &c)
Definition: color.cpp:515
#define c_blue
Definition: color.h:23
#define c_black
Definition: color.h:17
#define c_light_blue
Definition: color.h:29
#define c_yellow
Definition: color.h:32
#define c_light_cyan
Definition: color.h:30
#define c_cyan
Definition: color.h:24
#define c_light_red
Definition: color.h:27
static constexpr int HORDE_VISIBILITY_SIZE
constexpr scale om
Definition: coordinates.h:34
void mvwputch_hi(const catacurses::window &w, const point &p, nc_color FG, int ch)
Definition: output.cpp:508
std::string get_symbol(const bool from_land_use_code=false) const
Definition: omdata.h:209
nc_color get_color(const bool from_land_use_code=false) const
Definition: omdata.h:217

References c_black, c_blue, c_brown, c_cyan, c_dark_gray, c_green, c_light_blue, c_light_cyan, c_light_gray, c_light_green, c_light_red, c_magenta, c_pink, c_red, c_white, c_yellow, draw_border(), units::fabs(), g, avatar::get_active_mission_target(), oter_t::get_color(), overmapbuffer::get_horde_size(), get_levz(), oter_t::get_symbol(), Character::global_omt_location(), overmapbuffer::has_note(), overmapbuffer::has_vehicle(), HORDE_VISIBILITY_SIZE, overmap::invalid_tripoint, overmapbuffer::is_explored(), mvwputch(), mvwputch_hi(), overmapbuffer::note(), coords::om, overmap_buffer, Character::posz(), red_background(), overmapbuffer::seen(), overmapbuffer::ter(), u, w_minimap, catacurses::werase(), catacurses::wnoutrefresh(), coords::coord_point< Point, Origin, Scale >::x(), coords::coord_point< Point, Origin, Scale >::xy(), coords::coord_point< Point, Origin, Scale >::y(), and coords::coord_point< Point, Origin, Scale >::z().

◆ draw_monster_override()

void game::draw_monster_override ( const tripoint p,
const mtype_id id,
int  count,
bool  more,
Creature::Attitude  att 
)

Definition at line 969 of file animation.cpp.

971{
972}

◆ draw_panels()

void game::draw_panels ( bool  force_draw = false)

Definition at line 3491 of file game.cpp.

3492{
3493 static int previous_turn = -1;
3494 const int current_turn = to_turns<int>( calendar::turn - calendar::turn_zero );
3495 const bool draw_this_turn = current_turn > previous_turn || force_draw;
3496 auto &mgr = panel_manager::get_manager();
3497 int y = 0;
3498 const bool sidebar_right = get_option<std::string>( "SIDEBAR_POSITION" ) == "right";
3499 int spacer = get_option<bool>( "SIDEBAR_SPACERS" ) ? 1 : 0;
3500 int log_height = 0;
3501 for( const window_panel &panel : mgr.get_current_layout() ) {
3502 if( panel.get_height() != -2 && panel.toggle && panel.render() ) {
3503 log_height += panel.get_height() + spacer;
3504 }
3505 }
3506 log_height = std::max( TERMY - log_height, 3 );
3507 for( const window_panel &panel : mgr.get_current_layout() ) {
3508 if( panel.render() ) {
3509 // height clamped to window height.
3510 int h = std::min( panel.get_height(), TERMY - y );
3511 if( h == -2 ) {
3512 h = log_height;
3513 }
3514 h += spacer;
3515 if( panel.toggle && panel.render() && h > 0 ) {
3516 if( panel.always_draw || draw_this_turn ) {
3517 panel.draw( u, catacurses::newwin( h, panel.get_width(),
3518 point( sidebar_right ? TERMX - panel.get_width() : 0, y ) ) );
3519 }
3520 if( show_panel_adm ) {
3521 const std::string panel_name = _( panel.get_name() );
3522 const int panel_name_width = utf8_width( panel_name );
3523 auto label = catacurses::newwin( 1, panel_name_width, point( sidebar_right ?
3524 TERMX - panel.get_width() - panel_name_width - 1 : panel.get_width() + 1, y ) );
3525 werase( label );
3526 mvwprintz( label, point_zero, c_light_red, panel_name );
3528 label = catacurses::newwin( h, 1,
3529 point( sidebar_right ? TERMX - panel.get_width() - 1 : panel.get_width(), y ) );
3530 werase( label );
3531 if( h == 1 ) {
3533 } else {
3535 for( int i = 1; i < h - 1; i++ ) {
3537 }
3538 mvwputch( label, point( 0, h - 1 ), c_light_red, sidebar_right ? LINE_XXOO : LINE_XOOX );
3539 }
3541 }
3542 y += h;
3543 }
3544 }
3545 }
3546 previous_turn = current_turn;
3547}
bool show_panel_adm
Definition: game.h:1062
const time_point turn_zero
Represents time point 0.
Definition: calendar.cpp:26
#define LINE_XOXO
Definition: output.h:39
#define LINE_OXOX
Definition: output.h:40
#define LINE_OXXX
Definition: output.h:48
#define LINE_XOOX
Definition: output.h:44
#define LINE_XXOO
Definition: output.h:41
Struct used for storing labels (easier to json opposed to a std::map<point, std::string>)
Definition: vehicle.h:578

References _, c_light_red, panel_manager::get_manager(), LINE_OXOX, LINE_OXXX, LINE_XOOX, LINE_XOXO, LINE_XXOO, mvwprintz(), mvwputch(), catacurses::newwin(), point_zero, show_panel_adm, TERMX, TERMY, calendar::turn, calendar::turn_zero, u, utf8_width(), catacurses::werase(), and catacurses::wnoutrefresh().

Referenced by draw().

◆ draw_pixel_minimap()

void game::draw_pixel_minimap ( const catacurses::window w)

Definition at line 3549 of file game.cpp.

3550{
3551 w_pixel_minimap = w;
3552}

References w_pixel_minimap.

◆ draw_radiation_override()

void game::draw_radiation_override ( const tripoint p,
int  rad 
)

Definition at line 846 of file animation.cpp.

847{
848}

◆ draw_sct()

void game::draw_sct ( )

Definition at line 797 of file animation.cpp.

798{
799 draw_sct_curses( *this );
800}
void draw_sct_curses(const game &g)
Definition: animation.cpp:764

References anonymous_namespace{animation.cpp}::draw_sct_curses().

Referenced by get_player_input().

◆ draw_ter() [1/2]

void game::draw_ter ( bool  draw_sounds = true)

Definition at line 3605 of file game.cpp.

3606{
3608 draw_sounds );
3609}
bool is_looking
Definition: game.h:250

References draw_ter(), is_looking, Character::pos(), u, and player::view_offset.

Referenced by draw(), and draw_ter().

◆ draw_ter() [2/2]

void game::draw_ter ( const tripoint center,
bool  looking = false,
bool  draw_sounds = true 
)

Definition at line 3611 of file game.cpp.

3612{
3614
3615 m.draw( w_terrain, center );
3616
3617 if( draw_sounds ) {
3619 }
3620
3621 for( Creature &critter : all_creatures() ) {
3622 draw_critter( critter, center );
3623 }
3624
3625 if( !destination_preview.empty() && u.view_offset.z == 0 ) {
3626 // Draw auto-move preview trail
3627 const tripoint &final_destination = destination_preview.back();
3628 tripoint line_center = u.pos() + u.view_offset;
3629 draw_line( final_destination, line_center, destination_preview, true );
3630 mvwputch( w_terrain, final_destination.xy() - u.view_offset.xy() + point( POSX - u.posx(),
3631 POSY - u.posy() ), c_white, 'X' );
3632 }
3633
3634 if( u.controlling_vehicle && !looking ) {
3635 draw_veh_dir_indicator( false );
3636 draw_veh_dir_indicator( true );
3637 }
3638 // Place the cursor over the player as is expected by screen readers.
3639 wmove( w_terrain, -center.xy() + g->u.pos().xy() + point( POSX, POSY ) );
3640}
int posx() const override
Definition: character.h:779
int posy() const override
Definition: character.h:782
void draw_critter(const Creature &critter, const tripoint &center)
Definition: game.cpp:3587
Creature_range all_creatures()
Returns an anonymous range that contains all creatures.
Definition: game.cpp:12546
std::vector< tripoint > destination_preview
Definition: game.h:1114
void draw_veh_dir_indicator(bool next)
Definition: game.cpp:3657
void draw_line(const tripoint &p, const tripoint &center_point, const std::vector< tripoint > &points, bool noreveal=false)
Definition: animation.cpp:669
void draw(const catacurses::window &w, const tripoint &center)
Draw a visible part of the map into w.
Definition: map.cpp:5682
static void draw_footsteps(const catacurses::window &window, const tripoint &offset)
Definition: game.cpp:3277
void wmove(const window &win, const point &p)
Definition: ncurses_def.cpp:98

References all_creatures(), c_white, center, Character::controlling_vehicle, destination_preview, map::draw(), draw_critter(), draw_footsteps(), draw_line(), draw_veh_dir_indicator(), g, m, mvwputch(), Character::pos(), Character::posx(), POSX, Character::posy(), POSY, ter_view_p, u, player::view_offset, w_terrain, catacurses::wmove(), tripoint::xy(), and tripoint::z.

◆ draw_terrain_override()

void game::draw_terrain_override ( const tripoint p,
const ter_id id 
)

Definition at line 859 of file animation.cpp.

860{
861}

◆ draw_trail_to_square()

void game::draw_trail_to_square ( const tripoint t,
bool  bDrawX 
)

Definition at line 7277 of file game.cpp.

7278{
7279 ::draw_trail( u.pos(), u.pos() + t, bDrawX );
7280}
static void draw_trail(const tripoint &start, const tripoint &end, bool bDrawX)
Definition: game.cpp:7247

References draw_trail(), Character::pos(), and u.

◆ draw_trap_override()

void game::draw_trap_override ( const tripoint p,
const trap_id id 
)

Definition at line 898 of file animation.cpp.

899{
900}

◆ draw_veh_dir_indicator()

void game::draw_veh_dir_indicator ( bool  next)

Definition at line 3657 of file game.cpp.

3658{
3659 if( const cata::optional<tripoint> indicator_offset = get_veh_dir_indicator_location( next ) ) {
3660 auto col = next ? c_white : c_dark_gray;
3661 mvwputch( w_terrain, indicator_offset->xy() - u.view_offset.xy() + point( POSX, POSY ), col, 'X' );
3662 }
3663}
cata::optional< tripoint > get_veh_dir_indicator_location(bool next) const
Returns the location where the indicator should go relative to the reality bubble,...
Definition: game.cpp:3642

References c_dark_gray, c_white, get_veh_dir_indicator_location(), mvwputch(), POSX, POSY, u, player::view_offset, w_terrain, and tripoint::xy().

Referenced by draw_ter().

◆ draw_vpart_override()

void game::draw_vpart_override ( const tripoint p,
const vpart_id id,
int  part_mod,
units::angle  veh_dir,
bool  hilite,
const point mount 
)

Definition at line 941 of file animation.cpp.

943{
944}

◆ draw_weather()

void game::draw_weather ( const weather_printable wPrint)

Definition at line 756 of file animation.cpp.

757{
759}
void draw_weather_curses(const catacurses::window &win, const weather_printable &w)
Definition: animation.cpp:737

References anonymous_namespace{animation.cpp}::draw_weather_curses(), and w_terrain.

Referenced by get_player_input().

◆ draw_zones()

void game::draw_zones ( const tripoint start,
const tripoint end,
const tripoint offset 
)

Definition at line 832 of file animation.cpp.

833{
834 draw_zones_curses( w_terrain, start, end, offset );
835}
void draw_zones_curses(const catacurses::window &w, const tripoint &start, const tripoint &end, const tripoint &offset)
Definition: animation.cpp:805

References anonymous_namespace{animation.cpp}::draw_zones_curses(), and w_terrain.

◆ drop()

void game::drop ( )
private

Definition at line 8319 of file game.cpp.

8320{
8322}
void drop(item_location loc, const tripoint &where)
Drops an item to the specified location.
Definition: character.cpp:2505
drop_locations multidrop(player &p)
Select items to drop.

References Character::drop(), game_menus::inv::multidrop(), Character::pos(), and u.

Referenced by handle_action().

◆ drop_in_direction()

void game::drop_in_direction ( )
private

Definition at line 8324 of file game.cpp.

8325{
8326 if( const cata::optional<tripoint> pnt = choose_adjacent( _( "Drop where?" ) ) ) {
8327 u.drop( game_menus::inv::multidrop( u ), *pnt );
8328 }
8329}

References _, choose_adjacent(), Character::drop(), game_menus::inv::multidrop(), and u.

Referenced by handle_action().

◆ dump_stats()

bool game::dump_stats ( const std::string &  what,
dump_mode  mode,
const std::vector< std::string > &  opts 
)

write statistics to stdout and

Returns
true if successful

Definition at line 37 of file dump.cpp.

39{
40 try {
41 loading_ui ui( false );
43 load_packs( _( "Loading content packs" ), { mod_id( "dda" ) }, ui );
45 } catch( const std::exception &err ) {
46 std::cerr << "Error loading data from json: " << err.what() << std::endl;
47 return false;
48 }
49
50 std::vector<std::string> header;
51 std::vector<std::vector<std::string>> rows;
52
53 int scol = 0; // sorting column
54
55 std::map<std::string, standard_npc> test_npcs;
56 test_npcs[ "S1" ] = standard_npc( "S1", { 0, 0, 2 }, { "gloves_survivor", "mask_lsurvivor" },
57 4, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
58 test_npcs[ "S2" ] = standard_npc( "S2", { 0, 0, 3 }, { "gloves_fingerless", "sunglasses" },
59 4, 8, 8, 8, 10 /* PER 10 */ );
60 test_npcs[ "S3" ] = standard_npc( "S3", { 0, 0, 4 }, { "gloves_plate", "helmet_plate" },
61 4, 10, 8, 8, 8 /* STAT 10 */ );
62 test_npcs[ "S4" ] = standard_npc( "S4", { 0, 0, 5 }, {}, 0, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
63 test_npcs[ "S5" ] = standard_npc( "S5", { 0, 0, 6 }, {}, 4, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
64 test_npcs[ "S6" ] = standard_npc( "S6", { 0, 0, 7 }, { "gloves_hsurvivor", "mask_hsurvivor" },
65 4, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
66
67 std::map<std::string, item> test_items;
68 test_items[ "G1" ] = item( "glock_19" ).ammo_set( itype_id( "9mm" ) );
69 test_items[ "G2" ] = item( "hk_mp5" ).ammo_set( itype_id( "9mm" ) );
70 test_items[ "G3" ] = item( "ar15" ).ammo_set( itype_id( "223" ) );
71 test_items[ "G4" ] = item( "remington_700" ).ammo_set( itype_id( "270" ) );
72 test_items[ "G4" ].put_in( item( "rifle_scope" ) );
73
74 if( what == "AMMO" ) {
75 header = {
76 "Name", "Ammo", "Volume", "Weight", "Stack",
77 "Range", "Dispersion", "Recoil", "Damage", "Pierce", "Damage multiplier"
78 };
79 auto dump = [&rows]( const item & obj ) {
80 std::vector<std::string> r;
81 r.push_back( obj.tname( 1, false ) );
82 r.push_back( obj.ammo_type().str() );
83 r.push_back( std::to_string( obj.volume() / units::legacy_volume_factor ) );
84 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
85 r.push_back( std::to_string( obj.type->stack_size ) );
86 r.push_back( std::to_string( obj.type->ammo->range ) );
87 r.push_back( std::to_string( obj.type->ammo->dispersion ) );
88 r.push_back( std::to_string( obj.type->ammo->recoil ) );
89 damage_instance damage = obj.type->ammo->damage;
90 r.push_back( std::to_string( damage.total_damage() ) );
91 r.push_back( std::to_string( damage.empty() ? 0 : ( *damage.begin() ).res_pen ) );
92 rows.push_back( r );
93 };
94 for( const itype *e : item_controller->all() ) {
95 if( e->ammo ) {
96 dump( item( e, calendar::turn, item::solitary_tag {} ) );
97 }
98 }
99
100 } else if( what == "ARMOR" ) {
101 header = {
102 "Name", "Encumber (fit)", "Warmth", "Weight", "Storage", "Coverage", "Bash", "Cut", "Bullet", "Acid", "Fire"
103 };
104 auto dump = [&rows]( const item & obj ) {
105 std::vector<std::string> r;
106 r.push_back( obj.tname( 1, false ) );
107 r.push_back( std::to_string( obj.get_encumber( g->u ) ) );
108 r.push_back( std::to_string( obj.get_warmth() ) );
109 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
110 r.push_back( std::to_string( obj.get_storage() / units::legacy_volume_factor ) );
111 r.push_back( std::to_string( obj.get_coverage() ) );
112 r.push_back( std::to_string( obj.bash_resist() ) );
113 r.push_back( std::to_string( obj.cut_resist() ) );
114 r.push_back( std::to_string( obj.bullet_resist() ) );
115 r.push_back( std::to_string( obj.acid_resist() ) );
116 r.push_back( std::to_string( obj.fire_resist() ) );
117 rows.push_back( r );
118 };
119
120 body_part bp = opts.empty() ? num_bp : get_body_part_token( opts.front() );
121
122 for( const itype *e : item_controller->all() ) {
123 if( e->armor ) {
124 item obj( e );
125 if( bp == num_bp || obj.covers( bp ) ) {
126 if( obj.has_flag( flag_VARSIZE ) ) {
127 obj.set_flag( "FIT" );
128 }
129 dump( obj );
130 }
131 }
132 }
133
134 } else if( what == "EDIBLE" ) {
135 header = {
136 "Name", "Volume", "Weight", "Stack", "Calories", "Quench", "Healthy"
137 };
138 for( const auto &v : vitamin::all() ) {
139 header.push_back( v.second.name() );
140 }
141 auto dump = [&rows]( const item & obj ) {
142 std::vector<std::string> r;
143 r.push_back( obj.tname( 1, false ) );
144 r.push_back( std::to_string( obj.volume() / units::legacy_volume_factor ) );
145 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
146 r.push_back( std::to_string( obj.type->stack_size ) );
147 r.push_back( std::to_string( obj.get_comestible()->default_nutrition.kcal ) );
148 r.push_back( std::to_string( obj.get_comestible()->quench ) );
149 r.push_back( std::to_string( obj.get_comestible()->healthy ) );
150 auto vits = obj.get_comestible()->default_nutrition.vitamins;
151 for( const auto &v : vitamin::all() ) {
152 r.push_back( std::to_string( vits[ v.first ] ) );
153 }
154 rows.push_back( r );
155 };
156
157 for( const itype *e : item_controller->all() ) {
159
160 if( food.is_food() && g->u.can_eat( food ).success() ) {
161 dump( food );
162 }
163 }
164
165 } else if( what == "GUN" ) {
166 header = {
167 "Name", "Ammo", "Volume", "Weight", "Capacity",
168 "Range", "Dispersion", "Effective recoil", "Damage", "Pierce",
169 "Aim time", "Effective range", "Snapshot range", "Max range"
170 };
171
172 std::set<std::string> locations;
173 for( const itype *e : item_controller->all() ) {
174 if( e->gun ) {
175 std::transform( e->gun->valid_mod_locations.begin(),
176 e->gun->valid_mod_locations.end(),
177 std::inserter( locations, locations.begin() ),
178 []( const std::pair<gunmod_location, int> &q ) {
179 return q.first.name();
180 } );
181 }
182 }
183 for( const auto &e : locations ) {
184 header.push_back( e );
185 }
186
187 auto dump = [&rows, &locations]( const standard_npc & who, const item & obj ) {
188 std::vector<std::string> r;
189 r.push_back( obj.tname( 1, false ) );
190 r.push_back( !obj.ammo_types().empty() ? enumerate_as_string( obj.ammo_types().begin(),
191 obj.ammo_types().end(), []( const ammotype & at ) {
192 return at.str();
194 r.push_back( std::to_string( obj.volume() / units::legacy_volume_factor ) );
195 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
196 r.push_back( std::to_string( obj.ammo_capacity() ) );
197 r.push_back( std::to_string( obj.gun_range() ) );
198 r.push_back( std::to_string( obj.gun_dispersion() ) );
199 r.push_back( std::to_string( obj.gun_recoil() ) );
200 damage_instance damage = obj.gun_damage();
201 r.push_back( std::to_string( damage.total_damage() ) );
202 r.push_back( std::to_string( damage.empty() ? 0 : ( *damage.begin() ).res_pen ) );
203
204 r.push_back( std::to_string( who.gun_engagement_moves( obj ) ) );
205
206 for( const auto &e : locations ) {
207 const auto &vml = obj.type->gun->valid_mod_locations;
208 const auto iter = vml.find( e );
209 r.push_back( std::to_string( iter != vml.end() ? iter->second : 0 ) );
210 }
211 rows.push_back( r );
212 };
213 for( const itype *e : item_controller->all() ) {
214 if( e->gun ) {
215 item gun( e );
216 if( !gun.magazine_integral() ) {
217 gun.put_in( item( gun.magazine_default() ) );
218 }
219 gun.ammo_set( gun.ammo_default( false ), gun.ammo_capacity() );
220
221 dump( test_npcs[ "S1" ], gun );
222
223 if( gun.type->gun->barrel_length > 0_ml ) {
224 gun.put_in( item( "barrel_small" ) );
225 dump( test_npcs[ "S1" ], gun );
226 }
227 }
228 }
229
230 } else if( what == "RECIPE" ) {
231
232 // optionally filter recipes to include only those using specified skills
233 recipe_subset dict;
234 for( const auto &r : recipe_dict ) {
235 if( opts.empty() || std::any_of( opts.begin(), opts.end(), [&r]( const std::string & s ) {
236 if( r.second.skill_used == skill_id( s ) && r.second.difficulty > 0 ) {
237 return true;
238 }
239 const auto iter = r.second.required_skills.find( skill_id( s ) );
240 return iter != r.second.required_skills.end() && iter->second > 0;
241 } ) ) {
242 dict.include( &r.second );
243 }
244 }
245
246 // only consider skills that are required by at least one recipe
247 std::vector<Skill> sk;
248 std::copy_if( Skill::skills.begin(), Skill::skills.end(),
249 std::back_inserter( sk ), [&dict]( const Skill & s ) {
250 return std::any_of( dict.begin(), dict.end(), [&s]( const recipe * r ) {
251 return r->skill_used == s.ident() ||
252 r->required_skills.find( s.ident() ) != r->required_skills.end();
253 } );
254 } );
255
256 header = { "Result" };
257
258 for( const auto &e : sk ) {
259 header.push_back( e.ident().str() );
260 }
261
262 for( const recipe *e : dict ) {
263 std::vector<std::string> r;
264 r.push_back( e->result_name() );
265 for( const auto &s : sk ) {
266 if( e->skill_used == s.ident() ) {
267 r.push_back( std::to_string( e->difficulty ) );
268 } else {
269 auto iter = e->required_skills.find( s.ident() );
270 r.push_back( std::to_string( iter != e->required_skills.end() ? iter->second : 0 ) );
271 }
272 }
273 rows.push_back( r );
274 }
275
276 } else if( what == "VEHICLE" ) {
277 header = {
278 "Name", "Weight (empty)", "Weight (fueled)",
279 "Max velocity (mph)", "Safe velocity (mph)", "Acceleration (mph/turn)",
280 "Aerodynamics coeff", "Rolling coeff", "Static Drag", "Offroad %"
281 };
282 auto dump = [&rows]( const vproto_id & obj ) {
283 vehicle veh_empty( obj, 0, 0 );
284 vehicle veh_fueled( obj, 100, 0 );
285
286 std::vector<std::string> r;
287 r.push_back( veh_empty.name );
288 r.push_back( std::to_string( to_kilogram( veh_empty.total_mass() ) ) );
289 r.push_back( std::to_string( to_kilogram( veh_fueled.total_mass() ) ) );
290 r.push_back( std::to_string( veh_fueled.max_velocity() / 100 ) );
291 r.push_back( std::to_string( veh_fueled.safe_velocity() / 100 ) );
292 r.push_back( std::to_string( veh_fueled.acceleration() / 100 ) );
293 r.push_back( std::to_string( veh_fueled.coeff_air_drag() ) );
294 r.push_back( std::to_string( veh_fueled.coeff_rolling_drag() ) );
295 r.push_back( std::to_string( veh_fueled.static_drag( false ) ) );
296 r.push_back( std::to_string( static_cast<int>( 50 *
297 veh_fueled.k_traction( veh_fueled.wheel_area() ) ) ) );
298 rows.push_back( r );
299 };
300 for( auto &e : vehicle_prototype::get_all() ) {
301 dump( e );
302 }
303
304 } else if( what == "VPART" ) {
305 header = {
306 "Name", "Location", "Weight", "Size"
307 };
308 auto dump = [&rows]( const vpart_info & obj ) {
309 std::vector<std::string> r;
310 r.push_back( obj.name() );
311 r.push_back( obj.location );
312 int w = std::ceil( to_gram( item( obj.item ).weight() ) / 1000.0 );
313 r.push_back( std::to_string( w ) );
314 r.push_back( std::to_string( obj.size / units::legacy_volume_factor ) );
315 rows.push_back( r );
316 };
317 for( const auto &e : vpart_info::all() ) {
318 dump( e.second );
319 }
320
321 } else {
322 std::cerr << "unknown argument: " << what << std::endl;
323 return false;
324 }
325
326 rows.erase( std::remove_if( rows.begin(), rows.end(), []( const std::vector<std::string> &e ) {
327 return e.empty();
328 } ), rows.end() );
329
330 if( scol >= 0 ) {
331 std::sort( rows.begin(), rows.end(), [&scol]( const std::vector<std::string> &lhs,
332 const std::vector<std::string> &rhs ) {
333 return localized_compare( lhs[ scol ], rhs[ scol ] );
334 } );
335 }
336
337 rows.erase( std::unique( rows.begin(), rows.end() ), rows.end() );
338
339 switch( mode ) {
340 case dump_mode::TSV:
341 rows.insert( rows.begin(), header );
342 for( const auto &r : rows ) {
343 // NOLINTNEXTLINE(cata-text-style): using tab to align the output
344 std::copy( r.begin(), r.end() - 1, std::ostream_iterator<std::string>( std::cout, "\t" ) );
345 std::cout << r.back() << "\n";
346 }
347 break;
348
349 case dump_mode::HTML:
350 std::cout << "<table>";
351
352 std::cout << "<thead>";
353 std::cout << "<tr>";
354 for( const auto &col : header ) {
355 std::cout << "<th>" << col << "</th>";
356 }
357 std::cout << "</tr>";
358 std::cout << "</thead>";
359
360 std::cout << "<tdata>";
361 for( const auto &r : rows ) {
362 std::cout << "<tr>";
363 for( const auto &col : r ) {
364 std::cout << "<td>" << col << "</td>";
365 }
366 std::cout << "</tr>";
367 }
368 std::cout << "</tdata>";
369
370 std::cout << "</table>";
371 break;
372 }
373
374 return true;
375}
body_part get_body_part_token(const std::string &id)
Returns the matching body_part token from the corresponding body_part string.
Definition: bodypart.cpp:180
body_part
Definition: bodypart.h:39
std::string to_string(const time_duration &d)
Returns a string showing a duration.
Definition: calendar.cpp:327
Definition: skill.h:33
static std::vector< Skill > skills
Definition: skill.h:49
const skill_id & ident() const
Definition: skill.h:65
bool load_packs(const std::string &msg, const std::vector< mod_id > &packs, loading_ui &ui)
Load content packs.
Definition: game.cpp:2982
units::mass weight(bool include_contents=true, bool integral=false) const
Definition: item.cpp:4838
void put_in(const item &payload)
Puts the given item into this one, no checks are performed.
Definition: item.cpp:989
item & ammo_set(const itype_id &ammo, int qty=-1)
Filter setting the ammo for this instance Any existing ammo is removed.
Definition: item.cpp:589
std::set< constrecipe * >::const_iterator begin() const
std::set< constrecipe * >::const_iterator end() const
void include(const recipe *r, int custom_difficulty=-1)
Include a recipe to the subset.
Definition: recipe.h:35
An NPC with standard stats.
Definition: npc.h:1394
static const std::map< vitamin_id, vitamin > & all()
Get all currently loaded vitamins.
Definition: vitamin.cpp:98
static const std::map< vpart_id, vpart_info > & all()
Definition: veh_type.cpp:694
static const std::string flag_VARSIZE("VARSIZE")
std::unique_ptr< Item_factory > item_controller
void transform(player &p, const tripoint &pos)
Transform the examined object into the object specified by its transforms_into property.
Definition: iexamine.cpp:1590
static constexpr volume legacy_volume_factor
Definition: units_volume.h:50
constexpr value_type to_gram(const quantity< value_type, mass_in_milligram_tag > &v)
Definition: units_mass.h:67
constexpr value_type to_kilogram(const quantity< value_type, mass_in_milligram_tag > &v)
Definition: units_mass.h:73
std::string enumerate_as_string(const _Container &values, enumeration_conjunction conj=enumeration_conjunction::and_)
Definition: output.h:679
recipe_dictionary recipe_dict
float total_damage() const
Definition: damage.cpp:75
std::vector< damage_unit >::iterator begin()
Definition: damage.cpp:120
bool empty() const
Definition: damage.cpp:88
Default (or randomized) charges except if counted by charges then only one charge.
Definition: item.h:196
Definition: itype.h:836
static std::vector< vproto_id > get_all()
Definition: veh_type.cpp:1157
string_id< MOD_INFORMATION > mod_id
Definition: type_id.h:91

References _, vitamin::all(), item::ammo_capacity(), item::ammo_default(), item::ammo_set(), damage_instance::begin(), item::covers(), damage_instance::empty(), enumerate_as_string(), DynamicDataLoader::finalize_loaded_data(), flag_VARSIZE(), g, get_body_part_token(), DynamicDataLoader::get_instance(), itype::gun, item::has_flag(), Skill::ident(), recipe_subset::include(), item_controller, itype_id, units::legacy_volume_factor, load_core_data(), load_packs(), anonymous_namespace{overmap_location.cpp}::locations, item::magazine_default(), item::magazine_integral(), none, num_bp, item::put_in(), recipe_dict, item::set_flag(), Skill::skills, units::to_gram(), to_string(), damage_instance::total_damage(), iexamine::transform(), calendar::turn, and item::type.

◆ events()

event_bus & game::events ( )

Definition at line 3092 of file game.cpp.

3093{
3094 return *event_bus_ptr;
3095}
pimpl< event_bus > event_bus_ptr
Definition: game.h:1001

References event_bus_ptr.

Referenced by cleanup_at_end(), and game().

◆ exam_vehicle()

void game::exam_vehicle ( vehicle veh,
const point cp = point_zero 
)

open vehicle interaction screen

Definition at line 5295 of file game.cpp.

5296{
5297 if( veh.magic ) {
5298 add_msg( m_info, _( "This is your %s" ), veh.name );
5299 return;
5300 }
5301 auto act = veh_interact::run( veh, c );
5302 if( act ) {
5303 u.moves = 0;
5305 }
5306}
static player_activity run(vehicle &veh, const point &p)
bool magic
Definition: vehicle.h:1866
constexpr double c
Definition: magic.cpp:1032
activity_id act
Definition: sounds.cpp:75

References _, act, add_msg(), Character::assign_activity(), c, m_info, vehicle::magic, Creature::moves, vehicle::name, veh_interact::run(), and u.

◆ examine() [1/2]

void game::examine ( )
private

Definition at line 5675 of file game.cpp.

5676{
5677 // if we are driving a vehicle, examine the
5678 // current tile without asking.
5679 const optional_vpart_position vp = m.veh_at( u.pos() );
5680 if( vp && vp->vehicle().player_in_control( u ) ) {
5681 examine( u.pos() );
5682 return;
5683 }
5684
5685 const cata::optional<tripoint> examp_ = choose_adjacent_highlight( _( "Examine where?" ),
5686 _( "There is nothing that can be examined nearby." ),
5687 ACTION_EXAMINE, false );
5688 if( !examp_ ) {
5689 return;
5690 }
5691 u.manual_examine = true;
5692 examine( *examp_ );
5693 u.manual_examine = false;
5694}
cata::optional< tripoint > choose_adjacent_highlight(const std::string &message, const std::string &failure_message, const action_id action, bool allow_vertical)
Request player input of adjacent tile with highlighting, possibly on different z-level.
Definition: action.cpp:1035
@ ACTION_EXAMINE
Examine or pick up items from adjacent square.
Definition: action.h:105
void examine()
Definition: game.cpp:5675
bool manual_examine
Definition: player.h:625

References _, ACTION_EXAMINE, choose_adjacent_highlight(), examine(), m, player::manual_examine, Character::pos(), u, and map::veh_at().

Referenced by examine(), and handle_action().

◆ examine() [2/2]

void game::examine ( const tripoint p)
private

Definition at line 5763 of file game.cpp.

5764{
5765 if( disable_robot( examp ) ) {
5766 return;
5767 }
5768
5769 Creature *c = critter_at( examp );
5770 if( c != nullptr ) {
5771 monster *mon = dynamic_cast<monster *>( c );
5772 if( mon != nullptr ) {
5773 add_msg( _( "There is a %s." ), mon->get_name() );
5774 if( mon->has_effect( effect_pet ) && !u.is_mounted() ) {
5775 if( monexamine::pet_menu( *mon ) ) {
5776 return;
5777 }
5778 } else if( mon->has_flag( MF_RIDEABLE_MECH ) && !mon->has_effect( effect_pet ) ) {
5779 if( monexamine::mech_hack( *mon ) ) {
5780 return;
5781 }
5782 } else if( mon->has_flag( MF_PAY_BOT ) ) {
5783 if( monexamine::pay_bot( *mon ) ) {
5784 return;
5785 }
5786 } else if( mon->attitude_to( u ) == Creature::A_FRIENDLY && !u.is_mounted() ) {
5787 if( monexamine::mfriend_menu( *mon ) ) {
5788 return;
5789 }
5790 }
5791 } else if( u.is_mounted() ) {
5792 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5793 }
5794 npc *np = dynamic_cast<npc *>( c );
5795 if( np != nullptr && !u.is_mounted() ) {
5796 if( npc_menu( *np ) ) {
5797 return;
5798 }
5799 } else if( np != nullptr && u.is_mounted() ) {
5800 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5801 }
5802 }
5803
5804 const optional_vpart_position vp = m.veh_at( examp );
5805 if( vp && u.is_mounted() ) {
5806 if( !u.mounted_creature->has_flag( MF_RIDEABLE_MECH ) ) {
5807 add_msg( m_warning, _( "You cannot interact with a vehicle while mounted." ) );
5808 } else {
5809 vp->vehicle().interact_with( examp, vp->part_index() );
5810 return;
5811 }
5812 } else if( vp && !u.is_mounted() ) {
5813 vp->vehicle().interact_with( examp, vp->part_index() );
5814 return;
5815 }
5816
5817 if( m.has_flag( "CONSOLE", examp ) && !u.is_mounted() ) {
5818 use_computer( examp );
5819 return;
5820 } else if( m.has_flag( "CONSOLE", examp ) && u.is_mounted() ) {
5821 add_msg( m_warning, _( "You cannot use a console while mounted." ) );
5822 }
5823 const furn_t &xfurn_t = m.furn( examp ).obj();
5824 const ter_t &xter_t = m.ter( examp ).obj();
5825
5826 const tripoint player_pos = u.pos();
5827
5828 if( m.has_furn( examp ) && !u.is_mounted() ) {
5829 xfurn_t.examine( u, examp );
5830 } else if( m.has_furn( examp ) && u.is_mounted() ) {
5831 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5832 } else {
5833 if( !u.is_mounted() ) {
5834 xter_t.examine( u, examp );
5835 } else if( u.is_mounted() && xter_t.examine == &iexamine::none ) {
5836 xter_t.examine( u, examp );
5837 } else {
5838 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5839 }
5840 }
5841
5842 // Did the player get moved? Bail out if so; our examp probably
5843 // isn't valid anymore.
5844 if( player_pos != u.pos() ) {
5845 return;
5846 }
5847
5848 bool none = true;
5849 if( xter_t.examine != &iexamine::none || xfurn_t.examine != &iexamine::none ) {
5850 none = false;
5851 }
5852
5853 if( !m.tr_at( examp ).is_null() && !u.is_mounted() ) {
5854 iexamine::trap( u, examp );
5855 } else if( !m.tr_at( examp ).is_null() && u.is_mounted() ) {
5856 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5857 }
5858
5859 // In case of teleport trap or somesuch
5860 if( player_pos != u.pos() ) {
5861 return;
5862 }
5863
5864 // Feedback for fire lasting time, this can be judged while mounted
5865 const std::string fire_fuel = get_fire_fuel_string( examp );
5866 if( !fire_fuel.empty() ) {
5867 add_msg( fire_fuel );
5868 }
5869
5870 if( m.has_flag( "SEALED", examp ) ) {
5871 if( none ) {
5872 if( m.has_flag( "UNSTABLE", examp ) ) {
5873 add_msg( _( "The %s is too unstable to remove anything." ), m.name( examp ) );
5874 } else {
5875 add_msg( _( "The %s is firmly sealed." ), m.name( examp ) );
5876 }
5877 }
5878 } else {
5879 //examp has no traps, is a container and doesn't have a special examination function
5880 if( m.tr_at( examp ).is_null() && m.i_at( examp ).empty() &&
5881 m.has_flag( "CONTAINER", examp ) && none ) {
5882 add_msg( _( "It is empty." ) );
5883 } else if( ( m.has_flag( TFLAG_FIRE_CONTAINER, examp ) &&
5884 xfurn_t.examine == &iexamine::fireplace ) ||
5885 xfurn_t.examine == &iexamine::workbench ) {
5886 return;
5887 } else {
5889 if( !u.is_mounted() ) {
5890 pickup::pick_up( examp, 0 );
5891 }
5892 }
5893 }
5894}
shared_ptr_fast< monster > mounted_creature
Definition: character.h:1556
@ A_FRIENDLY
Definition: creature.h:171
void use_computer(const tripoint &p)
Checks to see if a player can use a computer (not illiterate, etc.) and uses if able.
Definition: game.cpp:4825
bool disable_robot(const tripoint &p)
If there is a robot (that can be disabled), query the player and try to disable it.
Definition: game.cpp:9200
bool npc_menu(npc &who)
Returns true if the menu handled stuff and player shouldn't do anything else.
Definition: game.cpp:5566
bool empty() const
Definition: item_stack.cpp:15
bool has_furn(const tripoint &p) const
Definition: map.cpp:1338
const trap & tr_at(const tripoint &p) const
Definition: map.cpp:5115
ter_id ter(const tripoint &p) const
Definition: map.cpp:1493
Attitude attitude_to(const Creature &other) const override
Attitude (of this creature) towards another creature.
Definition: monster.cpp:1020
std::string get_name() const override
Definition: monster.cpp:487
static const efftype_id effect_pet("pet")
static std::string get_fire_fuel_string(const tripoint &examp)
Definition: game.cpp:5696
@ TFLAG_FIRE_CONTAINER
Definition: mapdata.h:293
void fireplace(player &p, const tripoint &examp)
Definition: iexamine.cpp:2842
void workbench(player &p, const tripoint &examp)
Definition: iexamine.cpp:6029
void none(player &p, const tripoint &examp)
Nothing player can interact with here.
Definition: iexamine.cpp:245
void trap(player &p, const tripoint &examp)
Definition: iexamine.cpp:3741
bool pet_menu(monster &z)
Definition: monexamine.cpp:64
bool mech_hack(monster &z)
Definition: monexamine.cpp:373
bool mfriend_menu(monster &z)
Definition: monexamine.cpp:445
bool pay_bot(monster &z)
Definition: monexamine.cpp:405
void pick_up(const tripoint &p, int min, from_where get_items_from=prompt)
Pick up items; 'g' or ',' or via examine()
Definition: pickup.cpp:571
iexamine_function examine
Definition: mapdata.h:398
Definition: mapdata.h:457
bool is_null() const
Whether this is the null-traps, aka no trap at all.
Definition: trap.cpp:245

References _, Creature::A_FRIENDLY, add_msg(), monster::attitude_to(), c, critter_at(), disable_robot(), effect_pet, item_stack::empty(), map_data_common_t::examine, iexamine::fireplace(), map::furn(), get_fire_fuel_string(), monster::get_name(), Creature::has_effect(), map::has_flag(), monster::has_flag(), map::has_furn(), map::i_at(), Character::is_mounted(), trap::is_null(), m, m_warning, monexamine::mech_hack(), MF_PAY_BOT, MF_RIDEABLE_MECH, monexamine::mfriend_menu(), Character::mounted_creature, map::name(), none, iexamine::none(), npc_menu(), int_id< T >::obj(), monexamine::pay_bot(), monexamine::pet_menu(), pickup::pick_up(), Character::pos(), sounds::process_sound_markers(), map::ter(), TFLAG_FIRE_CONTAINER, map::tr_at(), iexamine::trap(), u, use_computer(), map::veh_at(), and iexamine::workbench().

◆ extended_description()

void game::extended_description ( const tripoint p)

Long description of (visible) things at tile.

Definition at line 50 of file descriptions.cpp.

51{
53 const int top = 3;
54 int width = 0;
55 catacurses::window w_head;
56 catacurses::window w_main;
57 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
58 const int left = 0;
59 const int right = TERMX;
60 const int bottom = TERMY;
61 width = right - left;
62 const int height = bottom - top;
63 w_head = catacurses::newwin( top, TERMX, point_zero );
64 w_main = catacurses::newwin( height, width, point( left, top ) );
65 ui.position( point_zero, point( TERMX, TERMY ) );
66 } );
67 ui.mark_resize();
68
69 // Default to critter (if any), furniture (if any), then terrain.
71 if( seen_critter( *this, p ) != nullptr ) {
73 } else if( get_map().has_furn( p ) ) {
75 }
76
77 std::string action;
78 input_context ctxt( "EXTENDED_DESCRIPTION" );
79 ctxt.register_action( "CREATURE" );
80 ctxt.register_action( "FURNITURE" );
81 ctxt.register_action( "TERRAIN" );
82 ctxt.register_action( "CONFIRM" );
83 ctxt.register_action( "QUIT" );
84 ctxt.register_action( "HELP_KEYBINDINGS" );
85
86 ui.on_redraw( [&]( const ui_adaptor & ) {
87 werase( w_head );
89 _( "[%s] describe creatures, [%s] describe furniture, "
90 "[%s] describe terrain, [%s] close." ),
91 ctxt.get_desc( "CREATURE" ), ctxt.get_desc( "FURNITURE" ),
92 ctxt.get_desc( "TERRAIN" ), ctxt.get_desc( "QUIT" ) );
93
94 // Set up line drawings
95 for( int i = 0; i < TERMX; i++ ) {
96 mvwputch( w_head, point( i, top - 1 ), c_white, LINE_OXOX );
97 }
98
99 wnoutrefresh( w_head );
100
101 std::string desc;
102 // Allow looking at invisible tiles - player may want to examine hallucinations etc.
103 switch( cur_target ) {
105 const Creature *critter = seen_critter( *this, p );
106 if( critter != nullptr ) {
107 desc = critter->extended_description();
108 } else {
109 desc = _( "You do not see any creature here." );
110 }
111 }
112 break;
114 if( !u.sees( p ) || !m.has_furn( p ) ) {
115 desc = _( "You do not see any furniture here." );
116 } else {
117 const furn_id fid = m.furn( p );
118 desc = fid.obj().extended_description();
119 }
120 break;
122 if( !u.sees( p ) ) {
123 desc = _( "You can't see the terrain here." );
124 } else {
125 const ter_id tid = m.ter( p );
126 desc = tid.obj().extended_description();
127 }
128 break;
129 }
130
131 std::string signage = m.get_signage( p );
132 if( !signage.empty() ) {
133 // NOLINTNEXTLINE(cata-text-style): the question mark does not end a sentence
134 desc += u.has_trait( trait_ILLITERATE ) ? _( "\nSign: ???" ) : string_format( _( "\nSign: %s" ),
135 signage );
136 }
137
138 werase( w_main );
139 fold_and_print_from( w_main, point_zero, width, 0, c_light_gray, desc );
140 wnoutrefresh( w_main );
141 } );
142
143 do {
145 action = ctxt.handle_input();
146 if( action == "CREATURE" ) {
147 cur_target = description_target::creature;
148 } else if( action == "FURNITURE" ) {
150 } else if( action == "TERRAIN" ) {
151 cur_target = description_target::terrain;
152 }
153 } while( action != "CONFIRM" && action != "QUIT" );
154}
virtual std::string extended_description() const =0
friend map & get_map()
Definition: map.cpp:142
std::string get_signage(const tripoint &p) const
Definition: map.cpp:3979
static const trait_id trait_ILLITERATE("ILLITERATE")
static const Creature * seen_critter(const game &g, const tripoint &p)
description_target
int fold_and_print_from(const catacurses::window &w, const point &begin, int width, int begin_line, const nc_color &base_color, const std::string &text)
Like fold_and_print, but starts the output with the N-th line of the folded string.
Definition: output.cpp:311
std::string extended_description() const

References _, action, c_light_gray, c_white, creature, map_data_common_t::extended_description(), Creature::extended_description(), fold_and_print_from(), map::furn(), furniture, input_context::get_desc(), get_map, map::get_signage(), input_context::handle_input(), map::has_furn(), Character::has_trait(), left, LINE_OXOX, m, mvwprintz(), mvwputch(), catacurses::newwin(), int_id< T >::obj(), point_zero, ui_manager::redraw(), input_context::register_action(), right, seen_critter(), Character::sees(), string_format(), map::ter(), TERMX, TERMY, terrain, trait_ILLITERATE, u, catacurses::werase(), and catacurses::wnoutrefresh().

Referenced by look_around().

◆ find_nearby_items()

std::vector< map_item_stack > game::find_nearby_items ( int  iRadius)
private

Definition at line 7211 of file game.cpp.

7212{
7213 std::map<std::string, map_item_stack> temp_items;
7214 std::vector<map_item_stack> ret;
7215 std::vector<std::string> item_order;
7216
7217 if( u.is_blind() ) {
7218 return ret;
7219 }
7220
7221 for( auto &points_p_it : closest_points_first( u.pos(), iRadius ) ) {
7222 if( points_p_it.y >= u.posy() - iRadius && points_p_it.y <= u.posy() + iRadius &&
7223 u.sees( points_p_it ) &&
7224 m.sees_some_items( points_p_it, u ) ) {
7225
7226 for( auto &elem : m.i_at( points_p_it ) ) {
7227 const std::string name = elem.tname();
7228 const tripoint relative_pos = points_p_it - u.pos();
7229
7230 if( std::find( item_order.begin(), item_order.end(), name ) == item_order.end() ) {
7231 item_order.push_back( name );
7232 temp_items[name] = map_item_stack( &elem, relative_pos );
7233 } else {
7234 temp_items[name].add_at_pos( &elem, relative_pos );
7235 }
7236 }
7237 }
7238 }
7239
7240 for( auto &elem : item_order ) {
7241 ret.push_back( temp_items[elem] );
7242 }
7243
7244 return ret;
7245}
bool is_blind() const
Returns true if the player isn't able to see.
Definition: character.cpp:6354
std::vector< coords::coord_point< Point, Origin, Scale > > closest_points_first(const coords::coord_point< Point, Origin, Scale > &loc, int min_dist, int max_dist)
Definition: coordinates.h:596

References closest_points_first(), detail::find(), map::i_at(), Character::is_blind(), m, om_direction::name(), Character::pos(), Character::posy(), cata::hash64_detail::ret, Character::sees(), map::sees_some_items(), and u.

Referenced by list_items_monsters().

◆ find_npc()

npc * game::find_npc ( character_id  id)

Find the npc with the given ID.

Returns NULL if the npc could not be found. Searches all loaded overmaps.

Definition at line 1956 of file game.cpp.

1957{
1958 return overmap_buffer.find_npc( id ).get();
1959}

References overmapbuffer::find_npc(), and overmap_buffer.

Referenced by critter_by_id().

◆ find_or_make_stairs()

cata::optional< tripoint > game::find_or_make_stairs ( map mp,
int  z_after,
bool &  rope_ladder,
bool  peeking 
)

Returns the other end of the stairs (if any).

May query, affect u etc.

Definition at line 10987 of file game.cpp.

10989{
10990 const int omtilesz = SEEX * 2;
10991 real_coords rc( m.getabs( point( u.posx(), u.posy() ) ) );
10992 tripoint omtile_align_start( m.getlocal( rc.begin_om_pos() ), z_after );
10993 tripoint omtile_align_end( omtile_align_start + point( -1 + omtilesz, -1 + omtilesz ) );
10994
10995 // Try to find the stairs.
10997 int best = INT_MAX;
10998 const int movez = z_after - get_levz();
10999 const bool going_down_1 = movez == -1;
11000 const bool going_up_1 = movez == 1;
11001 // If there are stairs on the same x and y as we currently are, use those
11002 if( going_down_1 && mp.has_flag( TFLAG_GOES_UP, u.pos() + tripoint_below ) ) {
11003 stairs.emplace( u.pos() + tripoint_below );
11004 }
11005 if( going_up_1 && mp.has_flag( TFLAG_GOES_DOWN, u.pos() + tripoint_above ) ) {
11006 stairs.emplace( u.pos() + tripoint_above );
11007 }
11008 // We did not find stairs directly above or below, so search the map for them
11009 if( !stairs.has_value() ) {
11010 for( const tripoint &dest : m.points_in_rectangle( omtile_align_start, omtile_align_end ) ) {
11011 if( rl_dist( u.pos(), dest ) <= best &&
11012 ( ( going_down_1 && mp.has_flag( TFLAG_GOES_UP, dest ) ) ||
11013 ( going_up_1 && ( mp.has_flag( TFLAG_GOES_DOWN, dest ) ||
11014 mp.ter( dest ) == t_manhole_cover ) ) ||
11015 ( ( movez == 2 || movez == -2 ) && mp.ter( dest ) == t_elevator ) ) ) {
11016 stairs.emplace( dest );
11017 best = rl_dist( u.pos(), dest );
11018 }
11019 }
11020 }
11021
11022 if( stairs.has_value() ) {
11023 if( Creature *blocking_creature = critter_at( stairs.value() ) ) {
11024 npc *guy = dynamic_cast<npc *>( blocking_creature );
11025 monster *mon = dynamic_cast<monster *>( blocking_creature );
11026 bool would_move = ( guy && !guy->is_enemy() ) || ( mon && mon->friendly == -1 );
11027 bool can_displace = find_empty_spot_nearby( *stairs ).has_value();
11028 std::string cr_name = blocking_creature->get_name();
11029 std::string msg;
11030 if( guy ) {
11031 //~ %s is the name of hostile NPC
11032 msg = string_format( _( "%s is in the way!" ), cr_name );
11033 } else {
11034 //~ %s is some monster
11035 msg = string_format( _( "There's a %s in the way!" ), cr_name );
11036 }
11037
11038 if( ( peeking && !would_move ) || !can_displace || ( !would_move && !query_yn(
11039 //~ %s is a warning about monster/hostile NPC in the way, e.g. "There's a zombie in the way!"
11040 _( "%s Attempt to push past? You may have to fight your way back up." ), msg ) ) ) {
11041 add_msg( msg );
11042 return cata::nullopt;
11043 }
11044 }
11045 return stairs;
11046 }
11047
11048 // No stairs found! Try to make some
11049 rope_ladder = false;
11050 stairs.emplace( u.pos() );
11051 stairs->z = z_after;
11052 // Check the destination area for lava.
11053 if( mp.ter( *stairs ) == t_lava ) {
11054 if( movez < 0 &&
11055 !query_yn(
11056 _( "There is a LOT of heat coming out of there, even the stairs have melted away. Jump down? You won't be able to get back up." ) ) ) {
11057 return cata::nullopt;
11058 } else if( movez > 0 &&
11059 !query_yn(
11060 _( "There is a LOT of heat coming out of there. Push through the half-molten rocks and ascend? You will not be able to get back down." ) ) ) {
11061 return cata::nullopt;
11062 }
11063
11064 return stairs;
11065 }
11066
11067 if( movez > 0 ) {
11068 if( !mp.has_flag( "GOES_DOWN", *stairs ) ) {
11069 if( !query_yn( _( "You may be unable to return back down these stairs. Continue up?" ) ) ) {
11070 return cata::nullopt;
11071 }
11072 }
11073 // Manhole covers need this to work
11074 // Maybe require manhole cover here and fail otherwise?
11075 return stairs;
11076 }
11077
11078 if( mp.impassable( *stairs ) ) {
11079 popup( _( "Halfway down, the way down becomes blocked off." ) );
11080 return cata::nullopt;
11081 }
11082
11083 if( u.has_trait( trait_id( "WEB_RAPPEL" ) ) ) {
11084 if( query_yn( _( "There is a sheer drop halfway down. Web-descend?" ) ) ) {
11085 rope_ladder = true;
11086 if( ( rng( 4, 8 ) ) < u.get_skill_level( skill_dodge ) ) {
11087 add_msg( _( "You attach a web and dive down headfirst, flipping upright and landing on your feet." ) );
11088 } else {
11089 add_msg( _( "You securely web up and work your way down, lowering yourself safely." ) );
11090 }
11091 } else {
11092 return cata::nullopt;
11093 }
11094 } else if( u.has_trait( trait_VINES2 ) || u.has_trait( trait_VINES3 ) ) {
11095 if( query_yn( _( "There is a sheer drop halfway down. Use your vines to descend?" ) ) ) {
11096 if( u.has_trait( trait_VINES2 ) ) {
11097 if( query_yn( _( "Detach a vine? It'll hurt, but you'll be able to climb back up…" ) ) ) {
11098 rope_ladder = true;
11099 add_msg( m_bad, _( "You descend on your vines, though leaving a part of you behind stings." ) );
11100 u.mod_pain( 5 );
11101 u.apply_damage( nullptr, bodypart_id( "torso" ), 5 );
11102 u.mod_stored_nutr( 10 );
11103 u.mod_thirst( 10 );
11104 } else {
11105 add_msg( _( "You gingerly descend using your vines." ) );
11106 }
11107 } else {
11108 add_msg( _( "You effortlessly lower yourself and leave a vine rooted for future use." ) );
11109 rope_ladder = true;
11110 u.mod_stored_nutr( 10 );
11111 u.mod_thirst( 10 );
11112 }
11113 } else {
11114 return cata::nullopt;
11115 }
11116 } else if( u.has_amount( itype_grapnel, 1 ) ) {
11117 if( query_yn( _( "There is a sheer drop halfway down. Climb your grappling hook down?" ) ) ) {
11118 rope_ladder = true;
11120 } else {
11121 return cata::nullopt;
11122 }
11123 } else if( u.has_amount( itype_rope_30, 1 ) ) {
11124 if( query_yn( _( "There is a sheer drop halfway down. Climb your rope down?" ) ) ) {
11125 rope_ladder = true;
11127 } else {
11128 return cata::nullopt;
11129 }
11130 } else if( !query_yn( _( "There is a sheer drop halfway down. Jump?" ) ) ) {
11131 return cata::nullopt;
11132 }
11133
11134 return stairs;
11135}
int_id< body_part_type > bodypart_id
Definition: bodypart.h:23
void apply_damage(Creature *source, bodypart_id hurt, int dam, bool bypass_med=false) override
Actually hurt the player, hurts a body_part directly, no armor reduction.
Definition: character.cpp:8418
std::list< item > use_amount(itype_id it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >)
Definition: character.cpp:9637
virtual void mod_thirst(int nthirst)
Definition: character.cpp:4427
virtual void mod_stored_nutr(int nnutr)
Definition: character.cpp:4317
int get_skill_level(const skill_id &ident) const
Definition: character.cpp:3356
T & emplace(Args &&... args)
Definition: optional.h:143
constexpr bool has_value() const noexcept
Definition: optional.h:120
tripoint getlocal(const tripoint &p) const
Inverse of getabs.
Definition: map.cpp:8220
bool impassable(const tripoint &p) const
Definition: map.cpp:1790
tripoint_range< tripoint > points_in_rectangle(const tripoint &from, const tripoint &to) const
Definition: map.cpp:8549
bool is_enemy() const
Definition: npc.cpp:2043
void mod_pain(int npain) override
Modifies a pain value by player traits before passing it to Creature::mod_pain()
Definition: player.cpp:945
static const trait_id trait_VINES2("VINES2")
static const skill_id skill_dodge("dodge")
static cata::optional< tripoint > find_empty_spot_nearby(const tripoint &pos)
Definition: game.cpp:10523
static const itype_id itype_rope_30("rope_30")
static const itype_id itype_grapnel("grapnel")
static const trait_id trait_VINES3("VINES3")
ter_id t_manhole_cover
Definition: mapdata.cpp:720
ter_id t_lava
Definition: mapdata.cpp:695
ter_id t_elevator
Definition: mapdata.cpp:723
@ TFLAG_GOES_DOWN
Definition: mapdata.h:308
@ TFLAG_GOES_UP
Definition: mapdata.h:309
static constexpr nullopt_t nullopt
Definition: optional.h:22
static constexpr tripoint tripoint_below
Definition: point.h:295
static constexpr tripoint tripoint_above
Definition: point.h:294

References _, add_msg(), Character::apply_damage(), real_coords::begin_om_pos(), critter_at(), cata::optional< T >::emplace(), find_empty_spot_nearby(), monster::friendly, get_levz(), Character::get_skill_level(), map::getabs(), map::getlocal(), visitable< T >::has_amount(), map::has_flag(), Character::has_trait(), cata::optional< T >::has_value(), map::impassable(), npc::is_enemy(), itype_grapnel, itype_rope_30, m, m_bad, player::mod_pain(), Character::mod_stored_nutr(), Character::mod_thirst(), cata::nullopt, map::points_in_rectangle(), popup(), Character::pos(), Character::posx(), Character::posy(), query_yn(), rl_dist(), rng(), SEEX, skill_dodge, string_format(), t_elevator, t_lava, t_manhole_cover, map::ter(), TFLAG_GOES_DOWN, TFLAG_GOES_UP, trait_VINES2, trait_VINES3, tripoint_above, tripoint_below, u, Character::use_amount(), and cata::optional< T >::value().

Referenced by vertical_move().

◆ fling_creature()

void game::fling_creature ( Creature c,
const units::angle dir,
float  flvel,
bool  controlled = false,
bool  suppress_map_update = false 
)

Flings the input creature in the given direction.

Definition at line 10326 of file game.cpp.

10328{
10329 if( c == nullptr ) {
10330 debugmsg( "game::fling_creature invoked on null target" );
10331 return;
10332 }
10333
10334 if( c->is_dead_state() ) {
10335 // Flinging a corpse causes problems, don't enable without testing
10336 return;
10337 }
10338
10339 if( c->is_hallucination() ) {
10340 // Don't fling hallucinations
10341 return;
10342 }
10343
10344 bool thru = true;
10345 const bool is_u = ( c == &u );
10346 // Don't animate critters getting bashed if animations are off
10347 const bool animate = is_u || get_option<bool>( "ANIMATIONS" );
10348
10349 player *p = dynamic_cast<player *>( c );
10350
10351 tileray tdir( dir );
10352 int range = flvel / 10;
10353 tripoint pt = c->pos();
10354 tripoint prev_point = pt;
10355 bool force_next = false;
10356 tripoint next_forced;
10357 while( range > 0 ) {
10358 c->underwater = false;
10359 // TODO: Check whenever it is actually in the viewport
10360 // or maybe even just redraw the changed tiles
10361 bool seen = is_u || u.sees( *c ); // To avoid redrawing when not seen
10362 if( force_next ) {
10363 pt = next_forced;
10364 force_next = false;
10365 } else {
10366 tdir.advance();
10367 pt.x = c->posx() + tdir.dx();
10368 pt.y = c->posy() + tdir.dy();
10369 }
10370 float force = 0;
10371
10372 if( m.obstructed_by_vehicle_rotation( prev_point, pt ) ) {
10373 //We process the intervening tile on this iteration and then the current tile on the next
10374 next_forced = pt;
10375 force_next = true;
10376 if( one_in( 2 ) ) {
10377 pt.x = prev_point.x;
10378 } else {
10379 pt.y = prev_point.y;
10380 }
10381 }
10382
10383
10384 if( monster *const mon_ptr = critter_at<monster>( pt ) ) {
10385 monster &critter = *mon_ptr;
10386 // Approximate critter's "stopping power" with its max hp
10387 force = std::min<float>( 1.5f * critter.type->hp, flvel );
10388 const int damage = rng( force, force * 2.0f ) / 6;
10389 c->impact( damage, pt );
10390 // Multiply zed damage by 6 because no body parts
10391 const int zed_damage = std::max( 0,
10392 ( damage - critter.get_armor_bash( bodypart_id( "torso" ) ) ) * 6 );
10393 // TODO: Pass the "flinger" here - it's not the flung critter that deals damage
10394 critter.apply_damage( c, bodypart_id( "torso" ), zed_damage );
10395 critter.check_dead_state();
10396 if( !critter.is_dead() ) {
10397 thru = false;
10398 }
10399 } else if( m.impassable( pt ) ) {
10400 if( !m.veh_at( pt ).obstacle_at_part() ) {
10401 force = std::min<float>( m.bash_strength( pt ), flvel );
10402 } else {
10403 // No good way of limiting force here
10404 // Keep it 1 less than maximum to make the impact hurt
10405 // but to keep the target flying after it
10406 force = flvel - 1;
10407 }
10408 const int damage = rng( force, force * 2.0f ) / 9;
10409 c->impact( damage, pt );
10410 if( m.is_bashable( pt ) ) {
10411 // Only go through if we successfully make the tile passable
10412 m.bash( pt, flvel );
10413 thru = m.passable( pt );
10414 } else {
10415 thru = false;
10416 }
10417 }
10418
10419 // If the critter dies during flinging, moving it around causes debugmsgs
10420 if( c->is_dead_state() ) {
10421 return;
10422 }
10423
10424 flvel -= force;
10425 if( thru ) {
10426 if( p != nullptr ) {
10427 if( p->in_vehicle ) {
10428 m.unboard_vehicle( p->pos() );
10429 }
10430 // If we're flinging the player around, make sure the map stays centered on them.
10431 if( is_u && !suppress_map_update ) {
10432 update_map( pt.x, pt.y );
10433 } else {
10434 p->setpos( pt );
10435 }
10436 } else if( !critter_at( pt ) ) {
10437 // Dying monster doesn't always leave an empty tile (blob spawning etc.)
10438 // Just don't setpos if it happens - next iteration will do so
10439 // or the monster will stop a tile before the unpassable one
10440 c->setpos( pt );
10441 }
10442 } else {
10443 // Don't zero flvel - count this as slamming both the obstacle and the ground
10444 // although at lower velocity
10445 break;
10446 }
10447 //Vehicle wall tiles don't count for range
10448 if( !force_next ) {
10449 range--;
10450 }
10451 prev_point = pt;
10452 if( animate && ( seen || u.sees( *c ) ) ) {
10456 }
10457 }
10458
10459 // Fall down to the ground - always on the last reached tile
10460 if( !m.has_flag( "SWIMMABLE", c->pos() ) ) {
10461 const trap_id trap_under_creature = m.tr_at( c->pos() ).loadid;
10462 // Didn't smash into a wall or a floor so only take the fall damage
10463 if( thru && trap_under_creature == tr_ledge ) {
10464 m.creature_on_trap( *c, false );
10465 } else {
10466 // Fall on ground
10467 int force = rng( flvel, flvel * 2 ) / 9;
10468 if( controlled ) {
10469 force = std::max( force / 2 - 5, 0 );
10470 }
10471 if( force > 0 ) {
10472 int dmg = c->impact( force, c->pos() );
10473 // TODO: Make landing damage the floor
10474 m.bash( c->pos(), dmg / 4, false, false, false );
10475 }
10476 // Always apply traps to creature i.e. bear traps, tele traps etc.
10477 m.creature_on_trap( *c, false );
10478 }
10479 } else {
10480 c->underwater = true;
10481 if( is_u ) {
10482 if( controlled ) {
10483 add_msg( _( "You dive into water." ) );
10484 } else {
10485 add_msg( m_warning, _( "You fall into water." ) );
10486 }
10487 }
10488 }
10489}
void setpos(const tripoint &p) override
Definition: character.h:797
void check_dead_state()
This function checks the creatures is_dead_state and (if true) calls die.
Definition: creature.cpp:1839
point update_map(player &p)
Definition: game.cpp:11214
int bash_strength(const tripoint &p, bool allow_floor=false) const
Returns max_str of the furniture or terrain at p.
Definition: map.cpp:2444
bool obstructed_by_vehicle_rotation(const tripoint &from, const tripoint &to) const
Checks if a rotated vehicle is blocking diagonal movement, tripoints must be adjacent.
Definition: map.cpp:6464
bash_results bash(const tripoint &p, int str, bool silent=false, bool destroy=false, bool bash_floor=false, const vehicle *bashing_vehicle=nullptr)
Returns a pair where first is whether anything was smashed and second is if it was destroyed.
Definition: map.cpp:3506
void unboard_vehicle(const vpart_reference &, Character *passenger, bool dead_passenger=false)
Definition: map.cpp:1076
bool is_bashable(const tripoint &p, bool allow_floor=false) const
Returns true if there is a bashable vehicle part or the furn/terrain is bashable at p.
Definition: map.cpp:2409
void creature_on_trap(Creature &critter, bool may_avoid=true)
Apply trap effects to the creature, similar to creature_in_field.
Definition: map.cpp:8426
bool passable(const tripoint &p) const
Definition: map.cpp:1795
int get_armor_bash(bodypart_id bp) const override
Definition: monster.cpp:1859
bool is_dead() const
Definition: monster.cpp:2757
void apply_damage(Creature *source, bodypart_id bp, int dam, bool bypass_med=false) override
Definition: monster.cpp:1640
cata::optional< vpart_reference > obstacle_at_part() const
Definition: vehicle.cpp:2493
static const trap_str_id tr_ledge("tr_ledge")
void redraw_invalidated()
Definition: ui_manager.cpp:290
int hp
Definition: mtype.h:267
trap_id loadid
Definition: trap.h:88
int y
Definition: point.h:151
int x
Definition: point.h:150

References _, add_msg(), tileray::advance(), monster::apply_damage(), map::bash(), map::bash_strength(), c, Creature::check_dead_state(), map::creature_on_trap(), critter_at(), debugmsg, tileray::dx(), tileray::dy(), monster::get_armor_bash(), map::has_flag(), mtype::hp, map::impassable(), Character::in_vehicle, invalidate_main_ui_adaptor(), map::is_bashable(), monster::is_dead(), trap::loadid, m, m_warning, optional_vpart_position::obstacle_at_part(), map::obstructed_by_vehicle_rotation(), one_in(), map::passable(), Character::pos(), ui_manager::redraw_invalidated(), refresh_display(), rng(), Character::sees(), Character::setpos(), map::tr_at(), tr_ledge, monster::type, u, map::unboard_vehicle(), update_map(), map::veh_at(), tripoint::x, and tripoint::y.

Referenced by moving_vehicle_dismount().

◆ forced_door_closing()

bool game::forced_door_closing ( const tripoint p,
const ter_id door_type,
int  bash_dmg 
)

Definition at line 5308 of file game.cpp.

5309{
5310 // TODO: Z
5311 const int &x = p.x;
5312 const int &y = p.y;
5313 const std::string &door_name = door_type.obj().name();
5314 // sed when player/monsters are knocked back and when moving items out of the way
5315 point kb( x, y );
5316 const auto valid_location = [&]( const tripoint & p ) {
5317 return g->is_empty( p );
5318 };
5320 valid_location ) ) {
5321 kb.x = -pos->x + x + x;
5322 kb.y = -pos->y + y + y;
5323 }
5324 const tripoint kbp( kb, p.z );
5325 if( kbp == p ) {
5326 // can't pushback any creatures anywhere, that means the door can't close.
5327 return false;
5328 }
5329 const bool can_see = u.sees( tripoint( x, y, p.z ) );
5330 player *npc_or_player = critter_at<player>( tripoint( x, y, p.z ), false );
5331 if( npc_or_player != nullptr ) {
5332 if( bash_dmg <= 0 ) {
5333 return false;
5334 }
5335 if( npc_or_player->is_npc() && can_see ) {
5336 add_msg( _( "The %1$s hits the %2$s." ), door_name, npc_or_player->name );
5337 } else if( npc_or_player->is_player() ) {
5338 add_msg( m_bad, _( "The %s hits you." ), door_name );
5339 }
5340 if( npc_or_player->activity ) {
5341 npc_or_player->cancel_activity();
5342 }
5343 // TODO: make the npc angry?
5344 npc_or_player->hitall( bash_dmg, 0, nullptr );
5345 knockback( kbp, p, std::max( 1, bash_dmg / 10 ), -1, 1 );
5346 // TODO: perhaps damage/destroy the gate
5347 // if the npc was really big?
5348 }
5349 if( monster *const mon_ptr = critter_at<monster>( p ) ) {
5350 monster &critter = *mon_ptr;
5351 if( bash_dmg <= 0 ) {
5352 return false;
5353 }
5354 if( can_see ) {
5355 add_msg( _( "The %1$s hits the %2$s." ), door_name, critter.name() );
5356 }
5357 if( critter.type->size <= MS_SMALL ) {
5358 critter.die_in_explosion( nullptr );
5359 } else {
5360 critter.apply_damage( nullptr, bodypart_id( "torso" ), bash_dmg );
5361 critter.check_dead_state();
5362 }
5363 if( !critter.is_dead() && critter.type->size >= MS_HUGE ) {
5364 // big critters simply prevent the gate from closing
5365 // TODO: perhaps damage/destroy the gate
5366 // if the critter was really big?
5367 return false;
5368 }
5369 if( !critter.is_dead() ) {
5370 // Still alive? Move the critter away so the door can close
5371 knockback( kbp, p, std::max( 1, bash_dmg / 10 ), -1, 1 );
5372 if( critter_at( p ) ) {
5373 return false;
5374 }
5375 }
5376 }
5377 if( const optional_vpart_position vp = m.veh_at( p ) ) {
5378 if( bash_dmg <= 0 ) {
5379 return false;
5380 }
5381 vp->vehicle().damage( vp->part_index(), bash_dmg );
5382 if( m.veh_at( p ) ) {
5383 // Check again in case all parts at the door tile
5384 // have been destroyed, if there is still a vehicle
5385 // there, the door can not be closed
5386 return false;
5387 }
5388 }
5389 if( bash_dmg < 0 && !m.i_at( point( x, y ) ).empty() ) {
5390 return false;
5391 }
5392 if( bash_dmg == 0 ) {
5393 for( auto &elem : m.i_at( point( x, y ) ) ) {
5394 if( elem.made_of( LIQUID ) ) {
5395 // Liquids are OK, will be destroyed later
5396 continue;
5397 } else if( elem.volume() < 250_ml ) {
5398 // Dito for small items, will be moved away
5399 continue;
5400 }
5401 // Everything else prevents the door from closing
5402 return false;
5403 }
5404 }
5405
5406 m.ter_set( point( x, y ), door_type );
5407 if( m.has_flag( "NOITEM", point( x, y ) ) ) {
5408 map_stack items = m.i_at( point( x, y ) );
5409 for( map_stack::iterator it = items.begin(); it != items.end(); ) {
5410 if( it->made_of( LIQUID ) ) {
5411 it = items.erase( it );
5412 continue;
5413 }
5414 if( it->made_of( material_id( "glass" ) ) && one_in( 2 ) ) {
5415 if( can_see ) {
5416 add_msg( m_warning, _( "A %s shatters!" ), it->tname() );
5417 } else {
5418 add_msg( m_warning, _( "Something shatters!" ) );
5419 }
5420 it = items.erase( it );
5421 continue;
5422 }
5423 m.add_item_or_charges( kbp, *it );
5424 it = items.erase( it );
5425 }
5426 }
5427 return true;
5428}
int hitall(int dam, int vary, Creature *source)
Harms all body parts for dam, with armor reduction.
Definition: character.cpp:8686
void knockback(const tripoint &s, const tripoint &t, int force, int stun, int dam_mult)
Definition: game.cpp:4587
iterator erase(const_iterator it) override
Definition: map.cpp:148
bool ter_set(const tripoint &p, const ter_id &new_terrain)
Definition: map.cpp:1634
void die_in_explosion(Creature *source)
Definition: monster.cpp:1654
bool is_npc() const override
Definition: player.h:122
bool is_player() const override
Definition: player.h:105
@ MS_SMALL
Definition: creature.h:59
@ MS_HUGE
Definition: creature.h:62
@ LIQUID
Definition: enums.h:175
cata::optional< tripoint > random_point(const map &m, const std::function< bool(const tripoint &)> &predicate)
Same as other random_point with a range enclosing all valid points of the map.
std::string name() const
Definition: mapdata.cpp:511
m_size size
Definition: mtype.h:259

References _, Character::activity, map::add_item_or_charges(), add_msg(), monster::apply_damage(), item_stack::begin(), Character::cancel_activity(), Creature::check_dead_state(), critter_at(), monster::die_in_explosion(), item_stack::end(), map_stack::erase(), g, map::has_flag(), Character::hitall(), map::i_at(), monster::is_dead(), player::is_npc(), player::is_player(), knockback(), LIQUID, m, m_bad, m_warning, MS_HUGE, MS_SMALL, Character::name, map_data_common_t::name(), monster::name(), int_id< T >::obj(), one_in(), map::points_in_radius(), random_point(), Character::sees(), mtype::size, map::ter_set(), monster::type, u, map::veh_at(), point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

◆ gametype()

special_game_id game::gametype ( ) const

Definition at line 630 of file game.cpp.

631{
632 return gamemode ? gamemode->id() : SGAME_NULL;
633}
@ SGAME_NULL
Definition: enums.h:93

References gamemode, and SGAME_NULL.

◆ get_creature_if()

Creature * game::get_creature_if ( const std::function< bool(const Creature &)> &  pred)

Returns a creature matching a predicate.

Only living (not dead) creatures are checked. Returns nullptr if no creature matches the predicate. There is no guarantee which creature is returned when several creatures match.

Definition at line 12561 of file game.cpp.

12562{
12563 for( Creature &critter : all_creatures() ) {
12564 if( pred( critter ) ) {
12565 return &critter;
12566 }
12567 }
12568 return nullptr;
12569}

References all_creatures().

◆ get_creatures_if()

std::vector< Creature * > game::get_creatures_if ( const std::function< bool(const Creature &)> &  pred)

Returns all creatures matching a predicate.

Only living ( not dead ) creatures are checked ( and returned ). Returned pointers are never null.

Definition at line 12471 of file game.cpp.

12473{
12474 std::vector<Creature *> result;
12475 for( Creature &critter : all_creatures() ) {
12476 if( pred( critter ) ) {
12477 result.push_back( &critter );
12478 }
12479 }
12480 return result;
12481}

References all_creatures().

◆ get_cur_om()

overmap & game::get_cur_om ( ) const

The overmap which contains the center submap of the reality bubble.

Definition at line 12451 of file game.cpp.

12452{
12453 // The player is located in the middle submap of the map.
12455 const tripoint pos_om = sm_to_om_copy( sm );
12456 // TODO: fix point types
12457 return overmap_buffer.get( point_abs_om( pos_om.xy() ) );
12458}
tripoint get_abs_sub() const
return abs_sub
Definition: map.cpp:8230
overmap & get(const point_abs_om &)
Uses overmap coordinates, that means x and y are directly compared with the position of the overmap.
point sm_to_om_copy(const point &p)
coords::coord_point< point, coords::origin::abs, coords::om > point_abs_om
Definition: coordinates.h:483
static constexpr int HALF_MAPSIZE
constexpr scale sm
Definition: coordinates.h:31

References overmapbuffer::get(), map::get_abs_sub(), HALF_MAPSIZE, m, overmap_buffer, coords::sm, sm_to_om_copy(), and tripoint::xy().

Referenced by start_game().

◆ get_dangerous_tile()

std::vector< std::string > game::get_dangerous_tile ( const tripoint dest_loc) const

Definition at line 9283 of file game.cpp.

9284{
9285 std::vector<std::string> harmful_stuff;
9286 const auto fields_here = m.field_at( u.pos() );
9287 for( const auto &e : m.field_at( dest_loc ) ) {
9288 // warn before moving into a dangerous field except when already standing within a similar field
9289 if( u.is_dangerous_field( e.second ) && fields_here.find_field( e.first ) == nullptr ) {
9290 harmful_stuff.push_back( e.second.name() );
9291 }
9292 }
9293
9294 if( !u.is_blind() ) {
9295 const trap &tr = m.tr_at( dest_loc );
9296 const bool boardable = static_cast<bool>( m.veh_at( dest_loc ).part_with_feature( "BOARDABLE",
9297 true ) );
9298 // HACK: Hack for now, later ledge should stop being a trap
9299 // Note: in non-z-level mode, ledges obey different rules and so should be handled as regular traps
9300 if( tr.loadid == tr_ledge && m.has_zlevels() ) {
9301 if( !boardable ) {
9302 harmful_stuff.emplace_back( tr.name() );
9303 }
9304 } else if( tr.can_see( dest_loc, u ) && !tr.is_benign() && !boardable ) {
9305 harmful_stuff.emplace_back( tr.name() );
9306 }
9307
9308 static const std::set< body_part > sharp_bps = {
9311 };
9312
9313 const auto sharp_bp_check = [this]( body_part bp ) {
9314 return u.immune_to( bp, { DT_CUT, 10 } );
9315 };
9316
9317 if( m.has_flag( "ROUGH", dest_loc ) && !m.has_flag( "ROUGH", u.pos() ) && !boardable &&
9318 ( u.get_armor_bash( bodypart_id( "foot_l" ) ) < 5 ||
9319 u.get_armor_bash( bodypart_id( "foot_r" ) ) < 5 ) ) {
9320 harmful_stuff.emplace_back( m.name( dest_loc ) );
9321 } else if( m.has_flag( "SHARP", dest_loc ) && !m.has_flag( "SHARP", u.pos() ) && !( u.in_vehicle ||
9322 m.veh_at( dest_loc ) ) &&
9323 u.dex_cur < 78 && !std::all_of( sharp_bps.begin(), sharp_bps.end(), sharp_bp_check ) ) {
9324 harmful_stuff.emplace_back( m.name( dest_loc ) );
9325 }
9326
9327 }
9328
9329 return harmful_stuff;
9330}
@ bp_foot_l
Definition: bodypart.h:50
@ bp_leg_r
Definition: bodypart.h:49
@ bp_eyes
Definition: bodypart.h:42
@ bp_hand_l
Definition: bodypart.h:46
@ bp_arm_l
Definition: bodypart.h:44
@ bp_leg_l
Definition: bodypart.h:48
@ bp_hand_r
Definition: bodypart.h:47
@ bp_head
Definition: bodypart.h:41
@ bp_torso
Definition: bodypart.h:40
@ bp_mouth
Definition: bodypart.h:43
@ bp_foot_r
Definition: bodypart.h:51
@ bp_arm_r
Definition: bodypart.h:45
int dex_cur
Definition: character.h:248
int get_armor_bash(bodypart_id bp) const override
Returns overall bashing resistance for the body_part.
Definition: character.cpp:6982
bool is_dangerous_field(const field_entry &entry) const
Returns true if the given field entry is dangerous to us.
Definition: creature.cpp:196
const field & field_at(const tripoint &p) const
Get the fields that are here.
Definition: map.cpp:5277
bool has_zlevels() const
Definition: map.h:1677
cata::optional< vpart_reference > part_with_feature(const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2481
bool immune_to(body_part bp, damage_unit dam) const
Check if a given body part is immune to a given damage type.
Definition: player.cpp:928
@ DT_CUT
Definition: damage.h:25
Definition: trap.h:86
std::string name() const
Definition: trap.cpp:177
bool can_see(const tripoint &pos, const Character &p) const
Can player/npc p see this kind of trap, either by their memory (they known there is the trap) or by t...
Definition: trap.cpp:223
bool is_benign() const
If true, this is not really a trap and there won't be any safety queries before stepping onto it (e....
Definition: trap.h:159

References bp_arm_l, bp_arm_r, bp_eyes, bp_foot_l, bp_foot_r, bp_hand_l, bp_hand_r, bp_head, bp_leg_l, bp_leg_r, bp_mouth, bp_torso, trap::can_see(), Character::dex_cur, DT_CUT, map::field_at(), Character::get_armor_bash(), map::has_flag(), map::has_zlevels(), player::immune_to(), Character::in_vehicle, trap::is_benign(), Character::is_blind(), Creature::is_dangerous_field(), trap::loadid, m, trap::name(), map::name(), optional_vpart_position::part_with_feature(), Character::pos(), map::tr_at(), tr_ledge, u, and map::veh_at().

Referenced by is_dangerous_tile(), prompt_dangerous_tile(), and walk_move().

◆ get_fishable_locations()

std::unordered_set< tripoint > game::get_fishable_locations ( int  distance,
const tripoint fish_pos 
)

Get the contiguous fishable locations starting at fish_pos, out to the specificed distance.

Parameters
distanceDistance around the fish_pos to examine for contiguous fishable locations.
fish_posThe location being fished.
Returns
A set of locations representing the valid contiguous fishable locations.

Definition at line 3974 of file game.cpp.

3975{
3976 // We're going to get the contiguous fishable terrain starting at
3977 // the provided fishing location (e.g. where a line was cast or a fish
3978 // trap was set), and then check whether or not fishable monsters are
3979 // actually in those locations. This will help us ensure that we're
3980 // getting our fish from the location that we're ACTUALLY fishing,
3981 // rather than just somewhere in the vicinity.
3982
3983 std::unordered_set<tripoint> visited;
3984
3985 const tripoint fishing_boundary_min( fish_pos + point( -distance, -distance ) );
3986 const tripoint fishing_boundary_max( fish_pos + point( distance, distance ) );
3987
3988 const inclusive_cuboid<tripoint> fishing_boundaries(
3989 fishing_boundary_min, fishing_boundary_max );
3990
3991 const auto get_fishable_terrain = [&]( tripoint starting_point,
3992 std::unordered_set<tripoint> &fishable_terrain ) {
3993 std::queue<tripoint> to_check;
3994 to_check.push( starting_point );
3995 while( !to_check.empty() ) {
3996 const tripoint current_point = to_check.front();
3997 to_check.pop();
3998
3999 // We've been here before, so bail.
4000 if( visited.find( current_point ) != visited.end() ) {
4001 continue;
4002 }
4003
4004 // This point is out of bounds, so bail.
4005 if( !fishing_boundaries.contains( current_point ) ) {
4006 continue;
4007 }
4008
4009 // Mark this point as visited.
4010 visited.emplace( current_point );
4011
4012 if( m.has_flag( "FISHABLE", current_point ) ) {
4013 fishable_terrain.emplace( current_point );
4014 to_check.push( current_point + point_south );
4015 to_check.push( current_point + point_north );
4016 to_check.push( current_point + point_east );
4017 to_check.push( current_point + point_west );
4018 }
4019 }
4020 return;
4021 };
4022
4023 // Starting at the provided location, get our fishable terrain
4024 // and populate a set with those locations which we'll then use
4025 // to determine if any fishable monsters are in those locations.
4026 std::unordered_set<tripoint> fishable_points;
4027 get_fishable_terrain( fish_pos, fishable_points );
4028
4029 return fishable_points;
4030}
static constexpr point point_west
Definition: point.h:282
static constexpr point point_south
Definition: point.h:280
static constexpr point point_north
Definition: point.h:276
static constexpr point point_east
Definition: point.h:278

References inclusive_cuboid< Tripoint, >::contains(), map::has_flag(), m, point_east, point_north, point_south, and point_west.

◆ get_fishable_monsters()

std::vector< monster * > game::get_fishable_monsters ( std::unordered_set< tripoint > &  fishable_locations)

Get the fishable monsters within the provided fishable locations.

Parameters
fishable_locationsA set of locations which are valid fishable terrain. Any fishable monsters are filtered by this collection to determine those which can actually be caught.
Returns
Fishable monsters within the specified fishable terrain.

Definition at line 4032 of file game.cpp.

4034{
4035 std::vector<monster *> unique_fish;
4036 for( monster &critter : all_monsters() ) {
4037 // If it is fishable...
4038 if( critter.has_flag( MF_FISHABLE ) ) {
4039 const tripoint critter_pos = critter.pos();
4040 // ...and it is in a fishable location.
4041 if( fishable_locations.find( critter_pos ) != fishable_locations.end() ) {
4042 unique_fish.push_back( &critter );
4043 }
4044 }
4045 }
4046
4047 return unique_fish;
4048}
@ MF_FISHABLE
Definition: mtype.h:142

References all_monsters(), and MF_FISHABLE.

◆ get_follower_list()

std::set< character_id > game::get_follower_list ( )

Get set of followers.

Definition at line 2053 of file game.cpp.

2054{
2055 return follower_ids;
2056}

References follower_ids.

◆ get_kill_tracker()

const kill_tracker & game::get_kill_tracker ( ) const

Definition at line 969 of file game.cpp.

970{
971 return *kill_tracker_ptr;
972}

References kill_tracker_ptr.

Referenced by cleanup_at_end(), death_screen(), handle_action(), and win().

◆ get_levx()

int game::get_levx ( ) const

The top left corner of the reality bubble (in submaps coordinates).

This is the same as map::abs_sub of the m map.

Definition at line 12436 of file game.cpp.

12437{
12438 return m.get_abs_sub().x;
12439}

References map::get_abs_sub(), m, and tripoint::x.

Referenced by create_starting_npcs(), load_npcs(), look_around(), save_cyborg(), spawn_hallucination(), vertical_move(), and vertical_shift().

◆ get_levy()

int game::get_levy ( ) const

Definition at line 12441 of file game.cpp.

12442{
12443 return m.get_abs_sub().y;
12444}

References map::get_abs_sub(), m, and tripoint::y.

Referenced by create_starting_npcs(), load_npcs(), look_around(), save_cyborg(), spawn_hallucination(), vertical_move(), and vertical_shift().

◆ get_levz()

◆ get_moves_since_last_save()

int game::get_moves_since_last_save ( ) const

Definition at line 7381 of file game.cpp.

7382{
7383 return moves_since_last_save;
7384}

References moves_since_last_save.

◆ get_npcs_if()

std::vector< npc * > game::get_npcs_if ( const std::function< bool(const npc &)> &  pred)

Definition at line 12483 of file game.cpp.

12484{
12485 std::vector<npc *> result;
12486 for( npc &guy : all_npcs() ) {
12487 if( pred( guy ) ) {
12488 result.push_back( &guy );
12489 }
12490 }
12491 return result;
12492}

References all_npcs().

Referenced by allies(), chat(), and validate_npc_followers().

◆ get_player_base_save_path()

std::string game::get_player_base_save_path ( ) const

Base path for saving player data.

Just add a suffix (unique for the thing you want to save) and use the resulting path. Example: save_ui_data(get_player_base_save_path()+".ui")

Definition at line 12571 of file game.cpp.

12572{
12573 return get_world_base_save_path() + "/" + base64_encode( u.name );
12574}
std::string base64_encode(const std::string &str)
std::string get_world_base_save_path() const
Base path for saving world data.
Definition: game.cpp:12576

References base64_encode(), get_world_base_save_path(), Character::name, and u.

Referenced by save_player_data().

◆ get_player_input()

input_context game::get_player_input ( std::string &  action)
private

Definition at line 237 of file handle_action.cpp.

238{
239 input_context ctxt;
240 if( uquit == QUIT_WATCH ) {
241 ctxt = input_context( "DEFAULTMODE" );
242 ctxt.set_iso( true );
243 // The list of allowed actions in death-cam mode in game::handle_action
244 // *INDENT-OFF*
245 for( const action_id id : {
258 } ) {
259 ctxt.register_action( action_ident( id ) );
260 }
261 // *INDENT-ON*
262 ctxt.register_action( "QUIT", to_translation( "Accept your fate" ) );
263 } else {
265 }
266
268
269 user_turn current_turn;
270
271
272 // Checking early if we will need to handle animations
273 // If we do not need to handle animations that will not change as long as the user has not selected an action
274 // and we can handle it like we are not animating.
275 weather_printable wPrint;
276 bool animate_weather = false;
277 bool animate_sct = false;
278 bool do_animations = [&]() {
279 if( get_option<bool>( "ANIMATIONS" ) ) {
280 const bool weather_has_anim = init_weather_anim( get_weather().weather_id, wPrint );
281
282 animate_weather = weather_has_anim && get_option<bool>( "ANIMATION_RAIN" );
283 animate_sct = !SCT.vSCT.empty() && uquit != QUIT_WATCH && get_option<bool>( "ANIMATION_SCT" );
284
285#if defined(TILES)
286 // Always animate, minimap and terrain may have animations to run
287 return true;
288#else
289 // Otherwise we need to see if we actually should animate.
290 // Minimap and Terrain never animate in !TILES
291 return animate_weather || animate_sct || uquit == QUIT_WATCH;
292#endif
293 }
294 return false;
295 }
296 ();
297
298 if( do_animations ) {
299 ctxt.set_timeout( 125 );
300
302 make_shared_fast<game::draw_callback_t>( [&]() {
303 if( animate_weather ) {
304 draw_weather( wPrint );
305 }
306 if( animate_sct ) {
307 draw_sct();
308 }
309 } );
310 add_draw_callback( animation_cb );
311 invalidate_main_ui_adaptor(); // We want to redraw at least once.
312
313 do {
314 if( animate_weather ) {
316 generate_weather_anim_frame( get_weather().weather_id, wPrint );
317 }
318 // don't bother calculating SCT if we won't show it
319 if( animate_sct ) {
321
323
324 //Check for creatures on all drawing positions and offset if necessary
325 for( auto iter = SCT.vSCT.rbegin(); iter != SCT.vSCT.rend(); ++iter ) {
326 const direction oCurDir = iter->getDirecton();
327 const int width = utf8_width( iter->getText() );
328 for( int i = 0; i < width; ++i ) {
329 tripoint tmp( iter->getPosX() + i, iter->getPosY(), get_levz() );
330 const Creature *critter = critter_at( tmp, true );
331
332 if( critter != nullptr && u.sees( *critter ) ) {
333 i = -1;
334 int iPos = iter->getStep() + iter->getStepOffset();
335 for( auto iter2 = iter; iter2 != SCT.vSCT.rend(); ++iter2 ) {
336 if( iter2->getDirecton() == oCurDir &&
337 iter2->getStep() + iter2->getStepOffset() <= iPos ) {
338 if( iter2->getType() == "hp" ) {
339 iter2->advanceStepOffset();
340 }
341
342 iter2->advanceStepOffset();
343 iPos = iter2->getStep() + iter2->getStepOffset();
344 }
345 }
346 }
347 }
348 }
349
350 // Stop animation when done
351 animate_sct = !SCT.vSCT.empty();
352 }
353 // We don't cache these checks as their result may change after 1st redraw
355 // TODO: we redraw *everything* just to animate a couple blinking dots
356 // on the minimap or a few tiles.
357 // This is far from ideal, and can probably be done much cheaper
358 // (update only part of the screen? draw static parts into a texture?)
360 }
361
362 std::unique_ptr<static_popup> deathcam_msg_popup;
363 if( uquit == QUIT_WATCH ) {
364 deathcam_msg_popup = std::make_unique<static_popup>();
365 deathcam_msg_popup
366 ->wait_message( c_red, _( "Press %s to accept your fate…" ), ctxt.get_desc( "QUIT" ) )
367 .on_top( true );
368 }
369
371 } while( handle_mouseview( ctxt, action ) && uquit != QUIT_WATCH
372 && ( action != "TIMEOUT" || !current_turn.has_timeout_elapsed() ) );
373 ctxt.reset_timeout();
374 } else {
377 SCT.vSCT.clear();
378
379 ctxt.set_timeout( 125 );
380 while( handle_mouseview( ctxt, action ) ) {
381 if( action == "TIMEOUT" && current_turn.has_timeout_elapsed() ) {
382 break;
383 }
384 }
385 ctxt.reset_timeout();
386 }
387
388 return ctxt;
389}
std::string action_ident(action_id act)
Lookup a unique string identifier for a given action ID.
Definition: action.cpp:68
action_id
Enumerates all discrete actions that can be performed by player.
Definition: action.h:22
@ ACTION_CENTER
Center the viewport on character.
Definition: action.h:77
@ ACTION_SHIFT_SW
Move viewport south-west.
Definition: action.h:89
@ ACTION_SHIFT_NW
Move viewport north-west.
Definition: action.h:93
@ ACTION_KEYBINDINGS
Display keybindings list.
Definition: action.h:257
@ ACTION_SHIFT_E
Move viewport east.
Definition: action.h:83
@ ACTION_TOGGLE_MAP_MEMORY
Toggle memorized tiles being shown.
Definition: action.h:75
@ ACTION_SHIFT_S
Move viewport south.
Definition: action.h:87
@ ACTION_SHIFT_SE
Move viewport south-east.
Definition: action.h:85
@ ACTION_LOOK
Toggle look mode.
Definition: action.h:119
@ ACTION_SHIFT_NE
Move viewport north-east.
Definition: action.h:81
@ ACTION_SHIFT_W
Move viewport west.
Definition: action.h:91
@ ACTION_SHIFT_N
Move viewport north.
Definition: action.h:79
bool terrain_requires_animation()
Definition: animation.cpp:1136
bool minimap_requires_animation()
Definition: animation.cpp:1127
void draw_sct()
Definition: animation.cpp:797
void draw_weather(const weather_printable &wPrint)
Definition: animation.cpp:756
void add_draw_callback(shared_ptr_fast< draw_callback_t > cb)
Definition: game.cpp:3387
bool handle_mouseview(input_context &ctxt, std::string &action)
Definition: game.cpp:2326
void set_timeout(int val)
Sets input polling timeout as appropriate for the current interface system.
Definition: input.cpp:1458
std::string get_desc(const std::string &action_descriptor, unsigned int max_limit=0, const input_event_filter &evt_filter=allow_all_keys) const
Get a description text for the key/other input method associated with the given action.
Definition: input.cpp:756
void register_action(const std::string &action_descriptor)
Register an action with this input context.
Definition: input.cpp:676
void set_iso(bool mode=true)
Definition: input.cpp:1429
void reset_timeout()
Definition: input.cpp:1463
std::vector< cSCT > vSCT
Definition: output.h:947
void advanceAllSteps()
Definition: output.cpp:1924
bool has_timeout_elapsed()
input_context get_default_mode_input_context()
Definition: game.cpp:2426
static bool init_weather_anim(const weather_type_id &wtype, weather_printable &wPrint)
static void generate_weather_anim_frame(const weather_type_id &wtype, weather_printable &wPrint)
direction
Definition: line.h:39
scrollingcombattext SCT
Definition: output.cpp:65
Weather drawing tracking.
Definition: weather.h:59
translation to_translation(const std::string &raw)
Shorthands for translation::to_translation.

References _, action, ACTION_CENTER, action_ident(), ACTION_KEYBINDINGS, ACTION_LOOK, ACTION_SHIFT_E, ACTION_SHIFT_N, ACTION_SHIFT_NE, ACTION_SHIFT_NW, ACTION_SHIFT_S, ACTION_SHIFT_SE, ACTION_SHIFT_SW, ACTION_SHIFT_W, ACTION_TOGGLE_MAP_MEMORY, add_draw_callback(), scrollingcombattext::advanceAllSteps(), c_red, critter_at(), draw_sct(), draw_weather(), generate_weather_anim_frame(), get_default_mode_input_context(), input_context::get_desc(), get_levz(), get_weather, handle_mouseview(), user_turn::has_timeout_elapsed(), init_weather_anim(), invalidate_main_ui_adaptor(), m, minimap_requires_animation(), Character::posz(), QUIT_WATCH, ui_manager::redraw_invalidated(), input_context::register_action(), input_context::reset_timeout(), SCT, Character::sees(), input_context::set_iso(), input_context::set_timeout(), terrain_requires_animation(), to_translation(), u, map::update_visibility_cache(), uquit, utf8_width(), and scrollingcombattext::vSCT.

Referenced by handle_action().

◆ get_seed()

unsigned int game::get_seed ( ) const

Definition at line 1865 of file game.cpp.

1866{
1867 return seed;
1868}

References seed.

◆ get_user_action_counter()

int game::get_user_action_counter ( ) const

Definition at line 7386 of file game.cpp.

7387{
7388 return user_action_counter;
7389}

References user_action_counter.

◆ get_veh_dir_indicator_location()

cata::optional< tripoint > game::get_veh_dir_indicator_location ( bool  next) const

Returns the location where the indicator should go relative to the reality bubble, or nothing to indicate no indicator should be drawn.

Based on the vehicle the player is driving, if any.

Parameters
nextIf true, bases it on the vehicle the vehicle will turn to next turn, instead of the one it is currently facing.

Definition at line 3642 of file game.cpp.

3643{
3644 if( !get_option<bool>( "VEHICLE_DIR_INDICATOR" ) ) {
3645 return cata::nullopt;
3646 }
3647 const optional_vpart_position vp = m.veh_at( u.pos() );
3648 if( !vp ) {
3649 return cata::nullopt;
3650 }
3651 vehicle *const veh = &vp->vehicle();
3652 rl_vec2d face = next ? veh->dir_vec() : veh->face_vec();
3653 float r = 10.0;
3654 return tripoint( static_cast<int>( r * face.x ), static_cast<int>( r * face.y ), u.pos().z );
3655}
rl_vec2d dir_vec() const

References vehicle::dir_vec(), vehicle::face_vec(), m, cata::nullopt, Character::pos(), u, map::veh_at(), rl_vec2d::x, rl_vec2d::y, and tripoint::z.

Referenced by draw_veh_dir_indicator().

◆ get_world_base_save_path()

std::string game::get_world_base_save_path ( ) const

Base path for saving world data.

This yields a path to a folder.

Definition at line 12576 of file game.cpp.

12577{
12578 if( world_generator->active_world == nullptr ) {
12579 return PATH_INFO::savedir();
12580 }
12581 return world_generator->active_world->folder_path();
12582}
std::string savedir()
Definition: path_info.cpp:250

References PATH_INFO::savedir(), and world_generator.

Referenced by get_player_base_save_path(), load(), load_master(), move_save_to_graveyard(), save(), save_artifacts(), and save_factions_missions_npcs().

◆ get_zoom()

int game::get_zoom ( ) const

Definition at line 7372 of file game.cpp.

7373{
7374#if defined(TILES)
7375 return tileset_zoom;
7376#else
7377 return DEFAULT_TILESET_ZOOM;
7378#endif
7379}

References DEFAULT_TILESET_ZOOM, and tileset_zoom.

Referenced by look_around().

◆ grabbed_furn_move()

bool game::grabbed_furn_move ( const tripoint dp)
private
Strength determines ability to drag furniture

Definition at line 10086 of file game.cpp.

10087{
10088 // Furniture: pull, push, or standing still and nudging object around.
10089 // Can push furniture out of reach.
10090 tripoint fpos = u.pos() + u.grab_point;
10091 // supposed position of grabbed furniture
10092 if( !m.has_furn( fpos ) ) {
10093 // Where did it go? We're grabbing thin air so reset.
10094 add_msg( m_info, _( "No furniture at grabbed point." ) );
10095 u.grab( OBJECT_NONE );
10096 return false;
10097 }
10098
10099 const bool pushing_furniture = dp == u.grab_point;
10100 const bool pulling_furniture = dp == -u.grab_point;
10101 const bool shifting_furniture = !pushing_furniture && !pulling_furniture;
10102
10103 tripoint fdest = fpos + dp; // intended destination of furniture.
10104 // Check floor: floorless tiles don't need to be flat and have no traps
10105 const bool has_floor = m.has_floor( fdest );
10106 // Unfortunately, game::is_empty fails for tiles we're standing on,
10107 // which will forbid pulling, so:
10108 const bool canmove = (
10109 m.passable( fdest ) &&
10110 critter_at<npc>( fdest ) == nullptr &&
10111 critter_at<monster>( fdest ) == nullptr &&
10112 ( !pulling_furniture || is_empty( u.pos() + dp ) ) &&
10113 ( !has_floor || m.has_flag( "FLAT", fdest ) ) &&
10114 !m.has_furn( fdest ) &&
10115 !m.veh_at( fdest ) &&
10116 ( !has_floor || m.tr_at( fdest ).is_null() )
10117 );
10118
10119 const furn_t furntype = m.furn( fpos ).obj();
10120 const int src_items = m.i_at( fpos ).size();
10121 const int dst_items = m.i_at( fdest ).size();
10122
10123 const bool only_liquid_items = std::all_of( m.i_at( fdest ).begin(), m.i_at( fdest ).end(),
10124 [&]( item & liquid_item ) {
10125 return liquid_item.made_of( LIQUID );
10126 } );
10127
10128 const bool dst_item_ok = !m.has_flag( "NOITEM", fdest ) &&
10129 !m.has_flag( "SWIMMABLE", fdest ) &&
10130 !m.has_flag( "DESTROY_ITEM", fdest );
10131
10132 const bool src_item_ok = m.furn( fpos ).obj().has_flag( "CONTAINER" ) ||
10133 m.furn( fpos ).obj().has_flag( "FIRE_CONTAINER" ) ||
10134 m.furn( fpos ).obj().has_flag( "SEALED" );
10135
10136 const int fire_intensity = m.get_field_intensity( fpos, fd_fire );
10137 time_duration fire_age = m.get_field_age( fpos, fd_fire );
10138
10139 int str_req = furntype.move_str_req;
10140 // Factor in weight of items contained in the furniture.
10141 units::mass furniture_contents_weight = 0_gram;
10142 for( auto &contained_item : m.i_at( fpos ) ) {
10143 furniture_contents_weight += contained_item.weight();
10144 }
10145 str_req += furniture_contents_weight / 4_kilogram;
10146 if( !canmove ) {
10147 // TODO: What is something?
10148 add_msg( _( "The %s collides with something." ), furntype.name() );
10149 u.moves -= 50;
10150 return true;
10151 ///\EFFECT_STR determines ability to drag furniture
10152 } else if( str_req > u.get_str() &&
10153 one_in( std::max( 20 - str_req - u.get_str(), 2 ) ) ) {
10154 add_msg( m_bad, _( "You strain yourself trying to move the heavy %s!" ),
10155 furntype.name() );
10156 u.moves -= 100;
10157 u.mod_pain( 1 ); // Hurt ourselves.
10158 return true; // furniture and or obstacle wins.
10159 } else if( !src_item_ok && !only_liquid_items && dst_items > 0 ) {
10160 add_msg( _( "There's stuff in the way." ) );
10161 u.moves -= 50;
10162 return true;
10163 }
10164
10165 u.moves -= str_req * 10;
10166 // Additional penalty if we can't comfortably move it.
10167 if( str_req > u.get_str() ) {
10168 int move_penalty = std::pow( str_req, 2.0 ) + 100.0;
10169 if( move_penalty <= 1000 ) {
10170 if( u.get_str() >= str_req - 3 ) {
10171 u.moves -= std::max( 3000, move_penalty * 10 );
10172 add_msg( m_bad, _( "The %s is really heavy!" ), furntype.name() );
10173 if( one_in( 3 ) ) {
10174 add_msg( m_bad, _( "You fail to move the %s." ), furntype.name() );
10175 return true;
10176 }
10177 } else {
10178 u.moves -= 100;
10179 add_msg( m_bad, _( "The %s is too heavy for you to budge." ), furntype.name() );
10180 return true;
10181 }
10182 }
10183 u.moves -= move_penalty;
10184 if( move_penalty > 500 ) {
10185 add_msg( _( "Moving the heavy %s is taking a lot of time!" ),
10186 furntype.name() );
10187 } else if( move_penalty > 200 ) {
10188 if( one_in( 3 ) ) { // Nag only occasionally.
10189 add_msg( _( "It takes some time to move the heavy %s." ),
10190 furntype.name() );
10191 }
10192 }
10193 }
10195 _( "a scraping noise." ), true, "misc", "scraping" );
10196
10198 ( tripoint_abs_ms( m.getabs( fpos ) ) );
10199
10200 // Actually move the furniture.
10201 m.furn_set( fdest, m.furn( fpos ), atd ? atd->clone() : nullptr );
10202 m.furn_set( fpos, f_null );
10203
10204 if( fire_intensity == 1 && !pulling_furniture ) {
10205 m.remove_field( fpos, fd_fire );
10206 m.set_field_intensity( fdest, fd_fire, fire_intensity );
10207 m.set_field_age( fdest, fd_fire, fire_age );
10208 }
10209
10210 // Is there is only liquids on the ground, remove them after moving furniture.
10211 if( dst_items > 0 && only_liquid_items ) {
10212 m.i_clear( fdest );
10213 }
10214
10215 if( src_items > 0 ) { // Move the stuff inside.
10216 if( dst_item_ok && src_item_ok ) {
10217 // Assume contents of both cells are legal, so we can just swap contents.
10218 std::list<item> temp;
10219 std::move( m.i_at( fpos ).begin(), m.i_at( fpos ).end(),
10220 std::back_inserter( temp ) );
10221 m.i_clear( fpos );
10222 for( auto item_iter = m.i_at( fdest ).begin();
10223 item_iter != m.i_at( fdest ).end(); ++item_iter ) {
10224 m.i_at( fpos ).insert( *item_iter );
10225 }
10226 m.i_clear( fdest );
10227 for( auto &cur_item : temp ) {
10228 m.i_at( fdest ).insert( cur_item );
10229 }
10230 } else {
10231 add_msg( _( "Stuff spills from the %s!" ), furntype.name() );
10232 }
10233 }
10234
10235 if( shifting_furniture ) {
10236 // We didn't move
10237 tripoint d_sum = u.grab_point + dp;
10238 if( std::abs( d_sum.x ) < 2 && std::abs( d_sum.y ) < 2 ) {
10239 u.grab_point = d_sum; // furniture moved relative to us
10240 } else { // we pushed furniture out of reach
10241 add_msg( _( "You let go of the %s." ), furntype.name() );
10242 u.grab( OBJECT_NONE );
10243 }
10244 return true; // We moved furniture but stayed still.
10245 }
10246
10247 if( pushing_furniture && m.impassable( fpos ) ) {
10248 // Not sure how that chair got into a wall, but don't let player follow.
10249 add_msg( _( "You let go of the %1$s as it slides past %2$s." ),
10250 furntype.name(), m.tername( fdest ) );
10251 u.grab( OBJECT_NONE );
10252 return true;
10253 }
10254
10255 return false;
10256}
virtual int get_str() const
Getters for stats exclusive to characters.
Definition: character.cpp:4077
virtual active_tile_data * clone() const =0
void grab(object_type grab_type, const tripoint &grab_point=tripoint_zero)
Definition: avatar.cpp:648
bool is_empty(const tripoint &p)
Returns true if there is no player, NPC, or monster on the tile and move_cost > 0.
Definition: game.cpp:5162
void insert(const item &newitem) override
Definition: map.cpp:153
void remove_field(const tripoint &p, const field_type_id &field_to_remove)
Remove field entry at xy, ignored if the field entry is not present.
Definition: map.cpp:5443
time_duration set_field_age(const tripoint &p, const field_type_id &type, const time_duration &age, bool isoffset=false)
Set age of field entry at point.
Definition: map.cpp:5317
time_duration get_field_age(const tripoint &p, const field_type_id &type) const
Get the age of a field entry (field_entry::age), if there is no field of that type,...
Definition: map.cpp:5351
int get_field_intensity(const tripoint &p, const field_type_id &type) const
Get the intensity of a field entry (field_entry::intensity), if there is no field of that type,...
Definition: map.cpp:5357
int set_field_intensity(const tripoint &p, const field_type_id &type, int new_intensity, bool isoffset=false)
Set intensity of field entry at point, creating if not present, removing if intensity becomes 0.
Definition: map.cpp:5330
std::string tername(const tripoint &p) const
Definition: map.cpp:1704
void i_clear(const tripoint &p)
Definition: map.cpp:4107
void furn_set(const tripoint &p, const furn_id &new_furniture, cata::poly_serialized< active_tile_data > new_active=nullptr)
Sets the furniture at given position.
Definition: map.cpp:1355
bool has_floor(const tripoint &p) const
Definition: map.cpp:2002
tripoint grab_point
Definition: player.h:611
coords::coord_point< tripoint, coords::origin::abs, coords::ms > tripoint_abs_ms
Definition: coordinates.h:486
@ OBJECT_NONE
Definition: enums.h:187
field_type_id fd_fire
Definition: field_type.cpp:345
furn_id f_null
Definition: mapdata.cpp:1095
template active_tile_data * furn_at< active_tile_data >(const tripoint_abs_ms &)
bool move(avatar &you, map &m, const tripoint &d)
void sound(const tripoint &p, int vol, sound_t category, const std::string &description, bool ambient=false, const std::string &id="", const std::string &variant="default")
Sound at (p) of intensity (vol)
Definition: sounds.cpp:177
int move_str_req
Definition: mapdata.h:505
bool has_flag(const std::string &flag) const
Definition: mapdata.h:415

References _, add_msg(), item_stack::begin(), active_tile_data::clone(), item_stack::end(), f_null, fd_fire, map::furn(), active_tiles::furn_at< active_tile_data >(), map::furn_set(), map::get_field_age(), map::get_field_intensity(), Character::get_str(), map::getabs(), avatar::grab(), player::grab_point, map_data_common_t::has_flag(), map::has_flag(), map::has_floor(), map::has_furn(), map::i_at(), map::i_clear(), map::impassable(), map_stack::insert(), is_empty(), trap::is_null(), m, m_bad, m_info, player::mod_pain(), avatar_action::move(), furn_t::move_str_req, sounds::movement, Creature::moves, map_data_common_t::name(), int_id< T >::obj(), OBJECT_NONE, one_in(), map::passable(), Character::pos(), map::remove_field(), map::set_field_age(), map::set_field_intensity(), item_stack::size(), sounds::sound(), map::tername(), map::tr_at(), u, map::veh_at(), tripoint::x, and tripoint::y.

Referenced by grabbed_move().

◆ grabbed_move()

bool game::grabbed_move ( const tripoint dp)
private

Check for dangerous stuff at dest_loc, return false if the player decides not to step there.

Definition at line 10258 of file game.cpp.

10259{
10260 if( u.get_grab_type() == OBJECT_NONE ) {
10261 return false;
10262 }
10263
10264 if( dp.z != 0 ) {
10265 // No dragging stuff up/down stairs yet!
10266 return false;
10267 }
10268
10269 // vehicle: pulling, pushing, or moving around the grabbed object.
10270 if( u.get_grab_type() == OBJECT_VEHICLE ) {
10271 return grabbed_veh_move( dp );
10272 }
10273
10274 if( u.get_grab_type() == OBJECT_FURNITURE ) {
10275 return grabbed_furn_move( dp );
10276 }
10277
10278 add_msg( m_info, _( "Nothing at grabbed point %d,%d,%d or bad grabbed object type." ),
10280 u.grab( OBJECT_NONE );
10281 return false;
10282}
object_type get_grab_type() const
Definition: avatar.cpp:656
bool grabbed_furn_move(const tripoint &dp)
Definition: game.cpp:10086
bool grabbed_veh_move(const tripoint &dp)
Definition: grab.cpp:21
@ OBJECT_FURNITURE
Definition: enums.h:197
@ OBJECT_VEHICLE
Definition: enums.h:193

References _, add_msg(), avatar::get_grab_type(), avatar::grab(), player::grab_point, grabbed_furn_move(), grabbed_veh_move(), m_info, OBJECT_FURNITURE, OBJECT_NONE, OBJECT_VEHICLE, u, tripoint::x, tripoint::y, and tripoint::z.

Referenced by walk_move().

◆ grabbed_veh_move()

bool game::grabbed_veh_move ( const tripoint dp)
private
Strength determines ability to drag vehicles Strength increases speed of dragging vehicles

Definition at line 21 of file grab.cpp.

22{
23 const optional_vpart_position grabbed_vehicle_vp = m.veh_at( u.pos() + u.grab_point );
24 if( !grabbed_vehicle_vp ) {
25 add_msg( m_info, _( "No vehicle at grabbed point." ) );
27 return false;
28 }
29 vehicle *grabbed_vehicle = &grabbed_vehicle_vp->vehicle();
30 if( !grabbed_vehicle ||
31 !grabbed_vehicle->handle_potential_theft( dynamic_cast<player &>( g->u ) ) ) {
32 return false;
33 }
34 const int grabbed_part = grabbed_vehicle_vp->part_index();
35 for( int part_index = 0; part_index < grabbed_vehicle->part_count(); ++part_index ) {
36 monster *mon = grabbed_vehicle->get_pet( part_index );
37 if( mon != nullptr && mon->has_effect( effect_harnessed ) ) {
38 add_msg( m_info, _( "You cannot move this vehicle whilst your %s is harnessed!" ),
39 mon->get_name() );
41 return false;
42 }
43 }
44 const vehicle *veh_under_player = veh_pointer_or_null( m.veh_at( u.pos() ) );
45 if( grabbed_vehicle == veh_under_player ) {
46 u.grab_point = -dp;
47 return false;
48 }
49
50 tripoint dp_veh = -u.grab_point;
51 const tripoint prev_grab = u.grab_point;
52 tripoint next_grab = u.grab_point;
53
54 bool zigzag = false;
55
56 if( dp == prev_grab ) {
57 // We are pushing in the direction of vehicle
58 dp_veh = dp;
59 } else if( std::abs( dp.x + dp_veh.x ) != 2 && std::abs( dp.y + dp_veh.y ) != 2 ) {
60 // Not actually moving the vehicle, don't do the checks
61 u.grab_point = -( dp + dp_veh );
62 return false;
63 } else if( ( dp.x == prev_grab.x || dp.y == prev_grab.y ) &&
64 next_grab.x != 0 && next_grab.y != 0 ) {
65 // Zig-zag (or semi-zig-zag) pull: player is diagonal to vehicle
66 // and moves away from it, but not directly away
67 dp_veh.x = dp.x == -dp_veh.x ? 0 : dp_veh.x;
68 dp_veh.y = dp.y == -dp_veh.y ? 0 : dp_veh.y;
69
70 next_grab = -dp_veh;
71 zigzag = true;
72 } else {
73 // We are pulling the vehicle
74 next_grab = -dp;
75 }
76
77 // Make sure the mass and pivot point are correct
78 grabbed_vehicle->invalidate_mass();
79
80 //vehicle movement: strength check
81 int mc = 0;
82 int str_req = grabbed_vehicle->total_mass() / 25_kilogram; //strength required to move vehicle.
83
84 //if vehicle is rollable we modify str_req based on a function of movecost per wheel.
85
86 // Vehicle just too big to grab & move; 41-45 lets folks have a bit of a window
87 // (Roughly 1.1K kg = danger zone; cube vans are about the max)
88 if( str_req > 45 ) {
89 add_msg( m_info, _( "The %s is too bulky for you to move by hand." ),
90 grabbed_vehicle->name );
91 return true; // No shoving around an RV.
92 }
93
94 const auto &wheel_indices = grabbed_vehicle->wheelcache;
95 if( grabbed_vehicle->valid_wheel_config() ) {
96 //determine movecost for terrain touching wheels
97 const tripoint vehpos = grabbed_vehicle->global_pos3();
98 for( int p : wheel_indices ) {
99 const tripoint wheel_pos = vehpos + grabbed_vehicle->part( p ).precalc[0];
100 const int mapcost = m.move_cost( wheel_pos, grabbed_vehicle );
101 mc += str_req / wheel_indices.size() * mapcost;
102 }
103 //set strength check threshold
104 //if vehicle has many or only one wheel (shopping cart), it is as if it had four.
105 if( wheel_indices.size() > 4 || wheel_indices.size() == 1 ) {
106 str_req = mc / 4 + 1;
107 } else {
108 str_req = mc / wheel_indices.size() + 1;
109 }
110 } else {
111 str_req++;
112 //if vehicle has no wheels str_req make a noise.
113 if( str_req <= u.get_str() ) {
114 sounds::sound( grabbed_vehicle->global_pos3(), str_req * 2, sounds::sound_t::movement,
115 _( "a scraping noise." ), true, "misc", "scraping" );
116 }
117 }
118
119 //final strength check and outcomes
120 ///\EFFECT_STR determines ability to drag vehicles
121 if( str_req <= u.get_str() ) {
122 //calculate exertion factor and movement penalty
123 ///\EFFECT_STR increases speed of dragging vehicles
124 u.moves -= 100 * str_req / std::max( 1, u.get_str() );
125 const int ex = dice( 1, 3 ) - 1 + str_req;
126 if( ex > u.get_str() + 1 ) {
127 // Pain and movement penalty if exertion exceeds character strength
128 add_msg( m_bad, _( "You strain yourself to move the %s!" ), grabbed_vehicle->name );
129 u.moves -= 200;
130 u.mod_pain( 1 );
131 } else if( ex >= u.get_str() ) {
132 // Movement is slow if exertion nearly equals character strength
133 add_msg( _( "It takes some time to move the %s." ), grabbed_vehicle->name );
134 u.moves -= 200;
135 }
136 } else {
137 u.moves -= 100;
138 add_msg( m_bad, _( "You lack the strength to move the %s" ), grabbed_vehicle->name );
139 return true;
140 }
141
142 std::string blocker_name = _( "errors in movement code" );
143 const auto get_move_dir = [&]( const tripoint & dir, const tripoint & from ) {
144 tileray mdir;
145
146 mdir.init( dir.xy() );
147 grabbed_vehicle->turn( mdir.dir() - grabbed_vehicle->face.dir() );
148 grabbed_vehicle->face = grabbed_vehicle->turn_dir;
149 grabbed_vehicle->precalc_mounts( 1, mdir.dir(), grabbed_vehicle->pivot_point() );
150 grabbed_vehicle->adjust_zlevel( 1, dp );
151
152 // Grabbed part has to stay at distance 1 to the player
153 // and in roughly the same direction.
154 const tripoint new_part_pos = grabbed_vehicle->global_pos3() +
155 grabbed_vehicle->part( grabbed_part ).precalc[ 1 ];
156 const tripoint expected_pos = u.pos() + dp + from;
157 const tripoint actual_dir = expected_pos - new_part_pos;
158
159 // Set player location to illegal value so it can't collide with vehicle.
160 const tripoint player_prev = u.pos();
162 std::vector<veh_collision> colls;
163 const bool failed = grabbed_vehicle->collision( colls, actual_dir, true );
164 u.setpos( player_prev );
165 if( !colls.empty() ) {
166 blocker_name = colls.front().target_name;
167 }
168 return failed ? tripoint_zero : actual_dir;
169 };
170
171 // First try the move as intended
172 // But if that fails and the move is a zig-zag, try to recover:
173 // Try to place the vehicle in the position player just left rather than "flattening" the zig-zag
174 tripoint final_dp_veh = get_move_dir( dp_veh, next_grab );
175 if( final_dp_veh == tripoint_zero && zigzag ) {
176 final_dp_veh = get_move_dir( -prev_grab, -dp );
177 next_grab = -dp;
178 }
179
180 if( final_dp_veh == tripoint_zero ) {
181 add_msg( _( "The %s collides with %s." ), grabbed_vehicle->name, blocker_name );
182 u.grab_point = prev_grab;
183 return true;
184 }
185
186 u.grab_point = next_grab;
187
188 m.displace_vehicle( *grabbed_vehicle, final_dp_veh );
189
190 if( grabbed_vehicle ) {
191 grabbed_vehicle->shift_zlevel();
192 grabbed_vehicle->check_falling_or_floating();
193 } else {
194 debugmsg( "Grabbed vehicle disappeared" );
195 return false;
196 }
197
198 for( int p : wheel_indices ) {
199 if( one_in( 2 ) ) {
200 tripoint wheel_p = grabbed_vehicle->global_part_pos3( grabbed_part );
201 grabbed_vehicle->handle_trap( wheel_p, p );
202 }
203 }
204
205 return false;
206
207}
bool displace_vehicle(vehicle &veh, const tripoint &dp)
Definition: map.cpp:1114
int move_cost(const tripoint &p, const vehicle *ignored_vehicle=nullptr) const
Calculate the cost to move past the tile at p.
Definition: map.cpp:1775
units::angle dir() const
Definition: tileray.cpp:74
void init(const point &ad)
Definition: tileray.cpp:27
void turn(units::angle deg)
const point & pivot_point() const
Definition: vehicle.cpp:5826
void adjust_zlevel(int idir=0, const tripoint &offset=tripoint_zero)
tripoint global_pos3() const
Definition: vehicle.cpp:3281
void precalc_mounts(int idir, units::angle dir, const point &pivot)
Definition: vehicle.cpp:3150
bool valid_wheel_config() const
Definition: vehicle.cpp:4459
units::mass total_mass() const
Definition: vehicle.cpp:3306
std::vector< int > wheelcache
Definition: vehicle.h:1818
void check_falling_or_floating()
tileray face
Definition: vehicle.h:1948
void invalidate_mass()
Mark mass caches and pivot cache as dirty.
Definition: vehicle.cpp:6968
int part_count() const
Definition: vehicle.cpp:7075
bool collision(std::vector< veh_collision > &colls, const tripoint &dp, bool just_detect, bool bash_floor=false)
monster * get_pet(int p) const
Definition: vehicle.cpp:3262
vehicle_part & part(int part_num)
Definition: vehicle.cpp:7080
void handle_trap(const tripoint &p, int part)
tripoint global_part_pos3(const int &index) const
Get the coordinates of the studied part of the vehicle.
Definition: vehicle.cpp:3286
void shift_zlevel()
units::angle turn_dir
Definition: vehicle.h:1927
static const efftype_id effect_harnessed("harnessed")
static constexpr tripoint tripoint_zero
Definition: point.h:273
int dice(int number, int sides)
Definition: rng.cpp:85
std::array< tripoint, 2 > precalc
mount translated to face.dir [0] and turn_dir [1]
Definition: vehicle.h:371

References _, add_msg(), vehicle::adjust_zlevel(), vehicle::check_falling_or_floating(), vehicle::collision(), debugmsg, dice(), tileray::dir(), map::displace_vehicle(), effect_harnessed, vehicle::face, failed, g, monster::get_name(), vehicle::get_pet(), Character::get_str(), vehicle::global_part_pos3(), vehicle::global_pos3(), avatar::grab(), player::grab_point, vehicle::handle_potential_theft(), vehicle::handle_trap(), Creature::has_effect(), tileray::init(), vehicle::invalidate_mass(), m, m_bad, m_info, player::mod_pain(), map::move_cost(), sounds::movement, Creature::moves, vehicle::name, OBJECT_NONE, one_in(), vehicle::part(), vehicle::part_count(), vehicle::pivot_point(), Character::pos(), vehicle_part::precalc, vehicle::precalc_mounts(), Character::setpos(), vehicle::shift_zlevel(), sounds::sound(), vehicle::total_mass(), tripoint_zero, vehicle::turn(), vehicle::turn_dir, u, vehicle::valid_wheel_config(), map::veh_at(), veh_pointer_or_null(), vehicle::wheelcache, tripoint::x, tripoint::xy(), and tripoint::y.

Referenced by grabbed_move().

◆ handle_action()

bool game::handle_action ( )
private

Definition at line 1513 of file handle_action.cpp.

1514{
1515 std::string action;
1516 input_context ctxt;
1518 user_turn current_turn;
1519 // Check if we have an auto-move destination
1520 if( u.has_destination() ) {
1522 if( act == ACTION_NULL ) {
1523 add_msg( m_info, _( "Auto-move canceled" ) );
1525 return false;
1526 }
1527 } else if( u.has_destination_activity() ) {
1528 // starts destination activity after the player successfully reached his destination
1530 return false;
1531 } else {
1532 // No auto-move, ask player for input
1533 ctxt = get_player_input( action );
1534 }
1535
1536 const optional_vpart_position vp = m.veh_at( u.pos() );
1537 bool veh_ctrl = !u.is_dead_state() &&
1538 ( ( vp && vp->vehicle().player_in_control( u ) ) || remoteveh() != nullptr );
1539
1540 // If performing an action with right mouse button, co-ordinates
1541 // of location clicked.
1542 cata::optional<tripoint> mouse_target;
1543
1544 if( uquit == QUIT_WATCH && action == "QUIT" ) {
1545 uquit = QUIT_DIED;
1546 return false;
1547 }
1548
1549 if( act == ACTION_NULL ) {
1551
1552 if( act == ACTION_KEYBINDINGS ) {
1553 // already handled by input context
1554 return false;
1555 }
1556
1557 if( act == ACTION_MAIN_MENU ) {
1558 if( uquit == QUIT_WATCH ) {
1559 return false;
1560 }
1561 // No auto-move actions have or can be set at this point.
1563 destination_preview.clear();
1565 if( act == ACTION_NULL ) {
1566 return false;
1567 }
1568 }
1569
1570 if( act == ACTION_ACTIONMENU ) {
1571 if( uquit == QUIT_WATCH ) {
1572 return false;
1573 }
1574 // No auto-move actions have or can be set at this point.
1576 destination_preview.clear();
1578 if( act == ACTION_NULL ) {
1579 return false;
1580 }
1581#if defined(__ANDROID__)
1582 if( get_option<bool>( "ANDROID_ACTIONMENU_AUTOADD" ) && ctxt.get_category() == "DEFAULTMODE" ) {
1583 add_best_key_for_action_to_quick_shortcuts( act, ctxt.get_category(), false );
1584 }
1585#endif
1586 }
1587
1588 if( act == ACTION_KEYBINDINGS ) {
1590 destination_preview.clear();
1591 act = ctxt.display_menu( true );
1592 if( act == ACTION_NULL ) {
1593 return false;
1594 }
1595 }
1596
1599 }
1600
1601 if( act == ACTION_SELECT || act == ACTION_SEC_SELECT ) {
1602 // Mouse button click
1603 if( veh_ctrl ) {
1604 // No mouse use in vehicle
1605 return false;
1606 }
1607
1608 if( u.is_dead_state() ) {
1609 // do not allow mouse actions while dead
1610 return false;
1611 }
1612
1613 const cata::optional<tripoint> mouse_pos = ctxt.get_coordinates( w_terrain );
1614 if( !mouse_pos ) {
1615 return false;
1616 } else if( !u.sees( *mouse_pos ) ) {
1617 // Not clicked in visible terrain
1618 return false;
1619 }
1620 mouse_target = mouse_pos;
1621
1622 if( act == ACTION_SELECT ) {
1623 // Note: The following has the potential side effect of
1624 // setting auto-move destination state in addition to setting
1625 // act.
1626 if( !try_get_left_click_action( act, *mouse_target ) ) {
1627 return false;
1628 }
1629 } else if( act == ACTION_SEC_SELECT ) {
1630 if( !try_get_right_click_action( act, *mouse_target ) ) {
1631 return false;
1632 }
1633 }
1634 } else if( act != ACTION_TIMEOUT ) {
1635 // act has not been set for an auto-move, so clearing possible
1636 // auto-move destinations. Since initializing an auto-move with
1637 // the mouse may span across multiple actions, we do not clear the
1638 // auto-move destination if the action is only a timeout, as this
1639 // would require the user to double click quicker than the
1640 // timeout delay.
1642 destination_preview.clear();
1643 }
1644 }
1645
1646 if( act == ACTION_NULL ) {
1647 const input_event &&evt = ctxt.get_raw_input();
1648 if( !evt.sequence.empty() ) {
1649 const int ch = evt.get_first_input();
1650 const std::string &&name = inp_mngr.get_keyname( ch, evt.type, true );
1651 if( !get_option<bool>( "NO_UNKNOWN_COMMAND_MSG" ) ) {
1652 add_msg( m_info, _( "Unknown command: \"%s\" (%ld)" ), name, ch );
1653 if( const cata::optional<std::string> hint =
1655 add_msg( m_info, _( "%s at any time to see and edit keybindings relevant to "
1656 "the current context." ),
1657 *hint );
1658 }
1659 }
1660 }
1661 return false;
1662 }
1663
1664 // This has no action unless we're in a special game mode.
1665 gamemode->pre_action( act );
1666
1667 int soffset = get_option<int>( "MOVE_VIEW_OFFSET" );
1668
1669 int before_action_moves = u.moves;
1670
1671 // These actions are allowed while deathcam is active. Registered in game::get_player_input
1672 if( uquit == QUIT_WATCH || !u.is_dead_state() ) {
1673 switch( act ) {
1676 break;
1677
1678 case ACTION_CENTER:
1681 break;
1682
1683 case ACTION_SHIFT_N:
1684 case ACTION_SHIFT_NE:
1685 case ACTION_SHIFT_E:
1686 case ACTION_SHIFT_SE:
1687 case ACTION_SHIFT_S:
1688 case ACTION_SHIFT_SW:
1689 case ACTION_SHIFT_W:
1690 case ACTION_SHIFT_NW: {
1691 static const std::map<action_id, std::pair<point, point>> shift_delta = {
1700 };
1702 shift_delta.at( act ).second * soffset : shift_delta.at( act ).first * soffset;
1703 }
1704 break;
1705
1706 case ACTION_LOOK:
1707 look_around();
1708 break;
1709
1710 case ACTION_KEYBINDINGS:
1711 // already handled by input context
1712 break;
1713
1714 default:
1715 break;
1716 }
1717 }
1718
1719 // actions allowed only while alive
1720 if( !u.is_dead_state() ) {
1721 switch( act ) {
1722 case ACTION_NULL:
1723 case NUM_ACTIONS:
1724 break; // dummy entries
1725 case ACTION_ACTIONMENU:
1726 case ACTION_MAIN_MENU:
1727 case ACTION_KEYBINDINGS:
1728 break; // handled above
1729
1730 case ACTION_TIMEOUT:
1731 if( check_safe_mode_allowed( false ) ) {
1732 u.pause();
1733 }
1734 break;
1735
1736 case ACTION_PAUSE:
1737 if( check_safe_mode_allowed() ) {
1738 u.pause();
1739 }
1740 break;
1741
1742 case ACTION_CYCLE_MOVE:
1744 break;
1745
1746 case ACTION_RESET_MOVE:
1748 break;
1749
1750 case ACTION_TOGGLE_RUN:
1752 break;
1753
1756 break;
1757
1760 break;
1761
1762 case ACTION_MOVE_FORTH:
1764 case ACTION_MOVE_RIGHT:
1766 case ACTION_MOVE_BACK:
1768 case ACTION_MOVE_LEFT:
1770 if( !u.get_value( "remote_controlling" ).empty() &&
1774 } else if( veh_ctrl ) {
1775 // vehicle control uses x for steering and y for ac/deceleration,
1776 // so no rotation needed
1778 } else {
1780 if( auto_travel_mode && !u.is_auto_moving() ) {
1781 for( int i = 0; i < SEEX; i++ ) {
1782 tripoint auto_travel_destination( u.posx() + dest_delta.x * ( SEEX - i ),
1783 u.posy() + dest_delta.y * ( SEEX - i ),
1784 u.posz() );
1786 auto_travel_destination,
1788 u.get_path_avoid() );
1789 if( !destination_preview.empty() ) {
1792 break;
1793 }
1794 }
1797 if( dest_next == point_zero ) {
1799 }
1800 dest_delta = dest_next;
1801 }
1802 if( !avatar_action::move( u, m, dest_delta ) ) {
1803 // auto-move should be canceled due to a failed move or obstacle
1805 }
1806 }
1807 break;
1808 case ACTION_MOVE_DOWN:
1809 if( u.is_mounted() ) {
1810 auto mon = u.mounted_creature.get();
1811 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1812 add_msg( m_info, _( "You can't go down stairs while you're riding." ) );
1813 break;
1814 }
1815 }
1816 if( !u.in_vehicle ) {
1817 vertical_move( -1, false );
1818 } else if( veh_ctrl && vp->vehicle().is_rotorcraft() ) {
1820 }
1821 break;
1822
1823 case ACTION_MOVE_UP:
1824 if( u.is_mounted() ) {
1825 auto mon = u.mounted_creature.get();
1826 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1827 add_msg( m_info, _( "You can't go down stairs while you're riding." ) );
1828 break;
1829 }
1830 }
1831 if( !u.in_vehicle ) {
1832 vertical_move( 1, false );
1833 } else if( veh_ctrl && vp->vehicle().is_rotorcraft() ) {
1835 } else if( veh_ctrl && vp->vehicle().has_part( "ROTOR" ) &&
1836 !vp->vehicle().has_sufficient_rotorlift() ) {
1837 add_msg( m_bad, _( "The rotors struggle to generate enough lift!" ) );
1838 }
1839 break;
1840
1841 case ACTION_OPEN:
1843 add_msg( m_info, _( "You can't open things while you're in your shell." ) );
1844 } else if( u.is_mounted() ) {
1845 add_msg( m_info, _( "You can't open things while you're riding." ) );
1846 } else {
1847 open();
1848 }
1849 break;
1850
1851 case ACTION_CLOSE:
1853 add_msg( m_info, _( "You can't close things while you're in your shell." ) );
1854 } else if( u.is_mounted() ) {
1855 auto mon = u.mounted_creature.get();
1856 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1857 add_msg( m_info, _( "You can't close things while you're riding." ) );
1858 }
1859 } else if( mouse_target ) {
1860 doors::close_door( m, u, *mouse_target );
1861 } else {
1862 close();
1863 }
1864 break;
1865
1866 case ACTION_SMASH:
1867 if( veh_ctrl ) {
1868 handbrake();
1869 } else if( u.has_active_mutation( trait_SHELL2 ) ) {
1870 add_msg( m_info, _( "You can't smash things while you're in your shell." ) );
1871 } else {
1872 smash();
1873 }
1874 break;
1875
1876 case ACTION_EXAMINE:
1878 add_msg( m_info, _( "You can't examine your surroundings while you're in your shell." ) );
1879 } else if( mouse_target ) {
1880 examine( *mouse_target );
1881 } else {
1882 examine();
1883 }
1884 break;
1885
1886 case ACTION_ADVANCEDINV:
1888 add_msg( m_info, _( "You can't move mass quantities while you're in your shell." ) );
1889 } else if( u.is_mounted() ) {
1890 add_msg( m_info, _( "You can't move mass quantities while you're riding." ) );
1891 } else {
1893 }
1894 break;
1895
1896 case ACTION_PICKUP:
1898 add_msg( m_info, _( "You can't pick anything up while you're in your shell." ) );
1899 } else if( u.is_mounted() ) {
1900 add_msg( m_info, _( "You can't pick anything up while you're riding." ) );
1901 } else if( mouse_target ) {
1902 pickup( *mouse_target );
1903 } else {
1904 pickup();
1905 }
1906 break;
1907
1908 case ACTION_PICKUP_FEET:
1910 add_msg( m_info, _( "You can't pick anything up while you're in your shell." ) );
1911 } else {
1912 pickup_feet();
1913 }
1914 break;
1915
1916 case ACTION_GRAB:
1918 add_msg( m_info, _( "You can't grab things while you're in your shell." ) );
1919 } else if( u.is_mounted() ) {
1920 add_msg( m_info, _( "You can't grab things while you're riding." ) );
1921 } else {
1922 grab();
1923 }
1924 break;
1925
1926 case ACTION_HAUL:
1928 add_msg( m_info, _( "You can't haul things while you're in your shell." ) );
1929 } else if( u.is_mounted() ) {
1930 add_msg( m_info, _( "You can't haul things while you're riding." ) );
1931 } else {
1932 haul();
1933 }
1934 break;
1935
1936 case ACTION_BUTCHER:
1938 add_msg( m_info, _( "You can't butcher while you're in your shell." ) );
1939 } else if( u.is_mounted() ) {
1940 add_msg( m_info, _( "You can't butcher while you're riding." ) );
1941 } else {
1942 butcher();
1943 }
1944 break;
1945
1946 case ACTION_CHAT:
1947 chat();
1948 break;
1949
1950 case ACTION_PEEK:
1952 add_msg( m_info, _( "You can't peek around corners while you're in your shell." ) );
1953 } else if( u.is_mounted() ) {
1954 add_msg( m_info, _( "You can't peek around corners while you're riding." ) );
1955 } else {
1956 peek();
1957 }
1958 break;
1959
1960 case ACTION_LIST_ITEMS:
1962 break;
1963
1964 case ACTION_ZONES:
1965 zones_manager();
1966 break;
1967
1968 case ACTION_LOOT:
1969 loot();
1970 break;
1971
1972 case ACTION_INVENTORY:
1974 break;
1975
1976 case ACTION_COMPARE:
1978 break;
1979
1980 case ACTION_ORGANIZE:
1982 break;
1983
1984 case ACTION_USE:
1985 // Shell-users are presumed to be able to mess with their inventories, etc
1986 // while in the shell. Eating, gear-changing, and item use are OK.
1988 break;
1989
1990 case ACTION_USE_WIELDED:
1991 u.use_wielded();
1992 break;
1993
1994 case ACTION_WEAR:
1995 wear();
1996 break;
1997
1998 case ACTION_TAKE_OFF:
1999 takeoff();
2000 break;
2001
2002 case ACTION_EAT:
2003 if( !avatar_action::eat_here( u ) ) {
2005 }
2006 break;
2007
2009 if( !avatar_action::eat_here( u ) ) {
2011 }
2012 break;
2013
2014 case ACTION_READ:
2015 // Shell-users are presumed to have the book just at an opening and read it that way
2016 read();
2017 break;
2018
2019 case ACTION_WIELD:
2020 wield();
2021 break;
2022
2023 case ACTION_PICK_STYLE:
2024 u.martial_arts_data->pick_style( u );
2025 break;
2026
2027 case ACTION_RELOAD_ITEM:
2028 reload_item();
2029 break;
2030
2032 reload_weapon();
2033 break;
2034
2037 break;
2038
2039 case ACTION_UNLOAD:
2041 break;
2042
2043 case ACTION_MEND:
2045 break;
2046
2047 case ACTION_THROW: {
2048 item_location loc;
2049 avatar_action::plthrow( g->u, loc );
2050 break;
2051 }
2052
2053 case ACTION_FIRE:
2054 fire();
2055 break;
2056
2057 case ACTION_CAST_SPELL:
2058 cast_spell();
2059 break;
2060
2061 case ACTION_FIRE_BURST: {
2062 if( u.weapon.gun_set_mode( gun_mode_id( "AUTO" ) ) ) {
2064 }
2065 break;
2066 }
2067
2069 if( u.is_armed() && u.weapon.is_gun() && !u.weapon.is_gunmod() ) {
2070 if( u.weapon.gun_all_modes().size() > 1 ) {
2072 } else {
2073 add_msg( m_info, _( "Your %s has only one firing mode." ), u.weapon.display_name() );
2074 }
2075 }
2076 break;
2077
2079 if( u.is_armed() && u.weapon.is_gun() && !u.weapon.is_gunmod() ) {
2081 }
2082 break;
2083
2084 case ACTION_DROP:
2085 // You CAN drop things to your own tile while in the shell.
2086 drop();
2087 break;
2088
2089 case ACTION_DIR_DROP:
2091 add_msg( m_info, _( "You can't drop things to another tile while you're in your shell." ) );
2092 } else {
2094 }
2095 break;
2096 case ACTION_BIONICS:
2097 u.power_bionics();
2098 break;
2099 case ACTION_MUTATIONS:
2101 break;
2102
2103 case ACTION_SORT_ARMOR:
2104 u.sort_armor();
2105 break;
2106
2107 case ACTION_WAIT:
2108 wait();
2109 break;
2110
2111 case ACTION_CRAFT:
2113 add_msg( m_info, _( "You can't craft while you're in your shell." ) );
2114 } else if( u.is_mounted() ) {
2115 add_msg( m_info, _( "You can't craft while you're riding." ) );
2116 } else {
2117 u.craft();
2118 }
2119 break;
2120
2121 case ACTION_RECRAFT:
2123 add_msg( m_info, _( "You can't craft while you're in your shell." ) );
2124 } else if( u.is_mounted() ) {
2125 add_msg( m_info, _( "You can't craft while you're riding." ) );
2126 } else {
2127 u.recraft();
2128 }
2129 break;
2130
2131 case ACTION_LONGCRAFT:
2133 add_msg( m_info, _( "You can't craft while you're in your shell." ) );
2134 } else if( u.is_mounted() ) {
2135 add_msg( m_info, _( "You can't craft while you're riding." ) );
2136 } else {
2137 u.long_craft();
2138 }
2139 break;
2140
2141 case ACTION_DISASSEMBLE:
2142 if( u.controlling_vehicle ) {
2143 add_msg( m_info, _( "You can't disassemble items while driving." ) );
2144 } else if( u.is_mounted() ) {
2145 add_msg( m_info, _( "You can't disassemble items while you're riding." ) );
2146 } else {
2147 u.disassemble();
2148 }
2149 break;
2150
2151 case ACTION_CONSTRUCT:
2152 if( u.in_vehicle ) {
2153 add_msg( m_info, _( "You can't construct while in a vehicle." ) );
2154 } else if( u.has_active_mutation( trait_SHELL2 ) ) {
2155 add_msg( m_info, _( "You can't construct while you're in your shell." ) );
2156 } else if( u.is_mounted() ) {
2157 add_msg( m_info, _( "You can't construct while you're riding." ) );
2158 } else {
2159 construction_menu( false );
2160 }
2161 break;
2162
2163 case ACTION_SLEEP:
2164 if( veh_ctrl ) {
2165 add_msg( m_info, _( "Vehicle control has moved, %s" ),
2166 press_x( ACTION_CONTROL_VEHICLE, _( "new binding is " ),
2167 _( "new default binding is '^'." ) ) );
2168 } else {
2169 sleep();
2170 }
2171 break;
2172
2175 add_msg( m_info, _( "You can't operate a vehicle while you're in your shell." ) );
2176 } else if( u.is_mounted() ) {
2177 u.dismount();
2178 } else {
2180 }
2181 break;
2182
2185 add_msg( m_info, auto_travel_mode ? _( "Auto travel mode ON!" ) : _( "Auto travel mode OFF!" ) );
2186 break;
2187
2189 if( safe_mode == SAFE_MODE_OFF ) {
2191 mostseen = 0;
2192 add_msg( m_info, _( "Safe mode ON!" ) );
2193 } else {
2196 add_msg( m_info, get_option<bool>( "AUTOSAFEMODE" )
2197 ? _( "Safe mode OFF! (Auto safe mode still enabled!)" ) : _( "Safe mode OFF!" ) );
2198 }
2202 }
2203 break;
2204
2206 auto &autosafemode_option = get_options().get_option( "AUTOSAFEMODE" );
2207 add_msg( m_info, autosafemode_option.value_as<bool>()
2208 ? _( "Auto safe mode OFF!" ) : _( "Auto safe mode ON!" ) );
2209 autosafemode_option.setNext();
2210 break;
2211 }
2212
2214 if( safe_mode == SAFE_MODE_STOP ) {
2215 add_msg( m_info, _( "Ignoring enemy!" ) );
2216 for( auto &elem : u.get_mon_visible().new_seen_mon ) {
2217 monster &critter = *elem;
2218 critter.ignoring = rl_dist( u.pos(), critter.pos() );
2219 }
2221 } else if( u.has_effect( effect_laserlocked ) ) {
2222 if( u.has_trait( trait_PROF_CHURL ) ) {
2223 add_msg( m_warning, _( "You make the sign of the cross." ) );
2224 } else {
2225 add_msg( m_info, _( "Ignoring laser targeting!" ) );
2226 }
2229 }
2230 break;
2231
2233 if( safe_mode == SAFE_MODE_STOP && !get_safemode().empty() ) {
2235 add_msg( m_info, _( "Creature whitelisted: %s" ), get_safemode().lastmon_whitelist );
2237 mostseen = 0;
2238 } else {
2239 get_safemode().show();
2240 }
2241 break;
2242
2243 case ACTION_SUICIDE:
2244 if( query_yn( _( "Commit suicide?" ) ) ) {
2245 if( query_yn( _( "REALLY commit suicide?" ) ) ) {
2246 u.moves = 0;
2247 u.place_corpse();
2249 }
2250 }
2251 break;
2252
2253 case ACTION_SAVE:
2254 if( query_yn( _( "Save and quit?" ) ) ) {
2255 if( save() ) {
2256 u.moves = 0;
2257 uquit = QUIT_SAVED;
2258 }
2259 }
2260 break;
2261
2262 case ACTION_QUICKSAVE:
2263 quicksave();
2264 return false;
2265
2266 case ACTION_QUICKLOAD:
2267 quickload();
2268 return false;
2269
2270 case ACTION_PL_INFO:
2272 break;
2273
2274 case ACTION_MAP:
2276 break;
2277
2278 case ACTION_SKY:
2279 if( m.is_outside( u.pos() ) ) {
2281 } else {
2282 add_msg( m_info, _( "You can't see the sky from here." ) );
2283 }
2284 break;
2285
2286 case ACTION_MISSIONS:
2287 list_missions();
2288 break;
2289
2290 case ACTION_SCORES:
2292 break;
2293
2294 case ACTION_FACTIONS:
2295 faction_manager_ptr->display();
2296 break;
2297
2298 case ACTION_MORALE:
2299 u.disp_morale();
2300 break;
2301
2302 case ACTION_MESSAGES:
2304 break;
2305
2306 case ACTION_HELP:
2308 break;
2309
2310 case ACTION_OPTIONS:
2311 get_options().show( true );
2312 break;
2313
2314 case ACTION_AUTOPICKUP:
2316 break;
2317
2318 case ACTION_AUTONOTES:
2320 break;
2321
2322 case ACTION_SAFEMODE:
2323 get_safemode().show();
2324 break;
2325
2326 case ACTION_COLOR:
2327 all_colors.show_gui();
2328 break;
2329
2330 case ACTION_WORLD_MODS:
2331 world_generator->show_active_world_mods( world_generator->active_world->active_mod_order );
2332 break;
2333
2334 case ACTION_DEBUG:
2336 break; //don't do anything when sharing and not debugger
2337 }
2339 break;
2340
2343 break;
2344
2347 break;
2348
2351 break;
2352
2355 break;
2356
2358 get_options().get_option( "AUTO_FEATURES" ).setNext();
2359 get_options().save();
2360 //~ Auto Features are now ON/OFF
2361 add_msg( _( "%s are now %s." ),
2362 get_options().get_option( "AUTO_FEATURES" ).getMenuText(),
2363 get_option<bool>( "AUTO_FEATURES" ) ? _( "ON" ) : _( "OFF" ) );
2364 break;
2365
2367 get_options().get_option( "AUTO_PULP_BUTCHER" ).setNext();
2368 get_options().save();
2369 //~ Auto Pulp/Pulp Adjacent/Butcher is now set to x
2370 add_msg( _( "%s is now set to %s." ),
2371 get_options().get_option( "AUTO_PULP_BUTCHER" ).getMenuText(),
2372 get_options().get_option( "AUTO_PULP_BUTCHER" ).getValueName() );
2373 break;
2374
2376 get_options().get_option( "AUTO_MINING" ).setNext();
2377 get_options().save();
2378 //~ Auto Mining is now ON/OFF
2379 add_msg( _( "%s is now %s." ),
2380 get_options().get_option( "AUTO_MINING" ).getMenuText(),
2381 get_option<bool>( "AUTO_MINING" ) ? _( "ON" ) : _( "OFF" ) );
2382 break;
2383
2385 if( g->u.get_value( "THIEF_MODE" ) == "THIEF_ASK" ) {
2386 u.set_value( "THIEF_MODE", "THIEF_HONEST" );
2387 u.set_value( "THIEF_MODE_KEEP", "YES" );
2388 //~ Thief mode cycled between THIEF_ASK/THIEF_HONEST/THIEF_STEAL
2389 add_msg( _( "You will not pick up other peoples belongings." ) );
2390 } else if( g->u.get_value( "THIEF_MODE" ) == "THIEF_HONEST" ) {
2391 u.set_value( "THIEF_MODE", "THIEF_STEAL" );
2392 u.set_value( "THIEF_MODE_KEEP", "YES" );
2393 //~ Thief mode cycled between THIEF_ASK/THIEF_HONEST/THIEF_STEAL
2394 add_msg( _( "You will pick up also those things that belong to others!" ) );
2395 } else if( g->u.get_value( "THIEF_MODE" ) == "THIEF_STEAL" ) {
2396 u.set_value( "THIEF_MODE", "THIEF_ASK" );
2397 u.set_value( "THIEF_MODE_KEEP", "NO" );
2398 //~ Thief mode cycled between THIEF_ASK/THIEF_HONEST/THIEF_STEAL
2399 add_msg( _( "You will be reminded not to steal." ) );
2400 } else {
2401 // ERROR
2402 add_msg( _( "THIEF_MODE CONTAINED BAD VALUE [ %s ]!" ), g->u.get_value( "THIEF_MODE" ) );
2403 }
2404 break;
2405
2407 get_options().get_option( "AUTO_FORAGING" ).setNext();
2408 get_options().save();
2409 //~ Auto Foraging is now set to x
2410 add_msg( _( "%s is now set to %s." ),
2411 get_options().get_option( "AUTO_FORAGING" ).getMenuText(),
2412 get_options().get_option( "AUTO_FORAGING" ).getValueName() );
2413 break;
2414
2416 get_options().get_option( "AUTO_PICKUP" ).setNext();
2417 get_options().save();
2418 //~ Auto pickup is now set to x
2419 add_msg( _( "%s is now set to %s." ),
2420 get_options().get_option( "AUTO_PICKUP" ).getMenuText(),
2421 get_options().get_option( "AUTO_PICKUP" ).getValueName() );
2422 break;
2423
2426 break; //don't do anything when sharing and not debugger
2427 }
2428 display_scent();
2429 break;
2430
2433 break; //don't do anything when sharing and not debugger
2434 }
2435 display_scent();
2436 break;
2437
2440 break; //don't do anything when sharing and not debugger
2441 }
2443 break;
2446 break; //don't do anything when sharing and not debugger
2447 }
2449 break;
2452 break; //don't do anything when sharing and not debugger
2453 }
2455 break;
2456
2459 break; //don't do anything when sharing and not debugger
2460 }
2462 break;
2463
2466 break; //don't do anything when sharing and not debugger
2467 }
2469 break;
2470
2473 break; //don't do anything when sharing and not debugger
2474 }
2476 break;
2477
2479 g->debug_submap_grid_overlay = !g->debug_submap_grid_overlay;
2480 break;
2481
2484 break;
2485
2488 break; //don't do anything when sharing and not debugger
2489 }
2491 if( debug_mode ) {
2492 add_msg( m_info, _( "Debug mode ON!" ) );
2493 } else {
2494 add_msg( m_info, _( "Debug mode OFF!" ) );
2495 }
2496 break;
2497
2498 case ACTION_ZOOM_IN:
2499 zoom_in();
2501 break;
2502
2503 case ACTION_ZOOM_OUT:
2504 zoom_out();
2506 break;
2507
2508 case ACTION_ITEMACTION:
2510 break;
2511
2512 case ACTION_AUTOATTACK:
2514 break;
2515
2516 default:
2517 break;
2518 }
2519 }
2520 if( act != ACTION_TIMEOUT ) {
2521 u.mod_moves( -current_turn.moves_elapsed() );
2522 }
2523 gamemode->post_action( act );
2524
2525 u.movecounter = ( !u.is_dead_state() ? ( before_action_moves - u.moves ) : 0 );
2526 dbg( DL::Info ) << string_format( "%s: [%d] %d - %d = %d", action_ident( act ),
2527 to_turn<int>( calendar::turn ), before_action_moves, u.movecounter, u.moves );
2528 return ( !u.is_dead_state() );
2529}
cata::optional< std::string > press_x_if_bound(action_id act)
Definition: action.cpp:469
bool can_action_change_worldstate(const action_id act)
Lookup whether an action can affect the state of the game world.
Definition: action.cpp:348
action_id look_up_action(const std::string &ident)
Lookup an action ID by its unique string identifier.
Definition: action.cpp:418
action_id handle_main_menu()
Show in-game main menu.
Definition: action.cpp:941
point get_delta_from_movement_action(const action_id act, const iso_rotate rot)
Definition: action.cpp:507
action_id handle_action_menu()
Show the action menu.
Definition: action.cpp:655
@ ACTION_SAFEMODE
Open safemode manager.
Definition: action.h:265
@ ACTION_PEEK
Peek through something (e.g.
Definition: action.h:121
@ ACTION_OPEN
Open an item (e.g.
Definition: action.h:99
@ ACTION_CRAFT
Open crafting menu.
Definition: action.h:199
@ ACTION_DROP
Open the drop-item menu.
Definition: action.h:181
@ ACTION_READ
Open the read menu.
Definition: action.h:153
@ ACTION_TOGGLE_AUTO_PICKUP
Turn auto pickup on/off.
Definition: action.h:309
@ ACTION_MOVE_BACK_LEFT
Move towards bottom-left of screen / decelerate and steer left.
Definition: action.h:51
@ ACTION_ZOOM_IN
Zoom view out.
Definition: action.h:287
@ ACTION_EAT
Open the default consume item menu.
Definition: action.h:149
@ ACTION_SMASH
Smash something.
Definition: action.h:103
@ ACTION_ADVANCEDINV
Open the advanced inventory screen.
Definition: action.h:135
@ ACTION_QUICKSAVE
Quicksave the game.
Definition: action.h:227
@ ACTION_HELP
Display help screen.
Definition: action.h:253
@ ACTION_MESSAGES
Display messages screen.
Definition: action.h:251
@ ACTION_ZONES
Open the zone manager.
Definition: action.h:125
@ ACTION_TOGGLE_PIXEL_MINIMAP
Turn pixel minimap on/off.
Definition: action.h:293
@ ACTION_USE
Open the use menu.
Definition: action.h:141
@ ACTION_QUICKLOAD
Quickload the game.
Definition: action.h:229
@ ACTION_LIST_ITEMS
List items and monsters in a given square.
Definition: action.h:123
@ ACTION_DEBUG
Open debug menu.
Definition: action.h:277
@ ACTION_OPTIONS
Display options window.
Definition: action.h:259
@ ACTION_MOVE_FORTH
Move towards top of screen / accelerate.
Definition: action.h:41
@ ACTION_PICK_STYLE
Open the martial-arts style menu.
Definition: action.h:157
@ ACTION_CONSTRUCT
Open construct menu.
Definition: action.h:205
@ ACTION_MOVE_FORTH_RIGHT
Move towards top-right of screen / accelerate and steer right.
Definition: action.h:43
@ ACTION_SORT_ARMOR
Open the armor sorting menu.
Definition: action.h:189
@ ACTION_OPEN_CONSUME
Open the custom consume item menu.
Definition: action.h:151
@ ACTION_MORALE
Display morale effects screen.
Definition: action.h:249
@ ACTION_NULL
Invalid action used for various lookup errors.
Definition: action.h:24
@ ACTION_RESET_MOVE
Reset movement mode to walk
Definition: action.h:63
@ ACTION_CHAT
Chat with something.
Definition: action.h:117
@ ACTION_RELOAD_WIELDED
Attempt to reload wielded object.
Definition: action.h:163
@ ACTION_MOVE_DOWN
Descend a staircase.
Definition: action.h:57
@ ACTION_MISSIONS
Display missions screen.
Definition: action.h:243
@ ACTION_AUTONOTES
Open autonotes manager.
Definition: action.h:263
@ ACTION_WIELD
Open the wield menu.
Definition: action.h:155
@ ACTION_THROW
Open the throw menu.
Definition: action.h:169
@ ACTION_TOGGLE_AUTO_MINING
Turn auto mining on/off.
Definition: action.h:305
@ ACTION_INVENTORY
Open the primary inventory screen.
Definition: action.h:133
@ ACTION_TOGGLE_AUTOSAFE
Turn automatic triggering of safemode on/off.
Definition: action.h:217
@ ACTION_OPEN_MOVEMENT
Open movement mode menu.
Definition: action.h:69
@ ACTION_COMPARE
Open the item compare screen.
Definition: action.h:137
@ ACTION_SCORES
Display scores screen.
Definition: action.h:245
@ ACTION_BUTCHER
Butcher or disassemble objects in current square.
Definition: action.h:115
@ ACTION_SEC_SELECT
Click on a point with secondary mouse button (usually right button)
Definition: action.h:31
@ ACTION_TOGGLE_CROUCH
Toggle crouch on/off.
Definition: action.h:67
@ ACTION_TOGGLE_HOUR_TIMER
Toggle timing of the game hours.
Definition: action.h:325
@ ACTION_SELECT
Click on a point with primary mouse button (usually left button)
Definition: action.h:29
@ ACTION_MAIN_MENU
Display main menu.
Definition: action.h:255
@ ACTION_DISPLAY_SUBMAP_GRID
Toggle submap grid overlay.
Definition: action.h:323
@ ACTION_WAIT
Open wait menu.
Definition: action.h:197
@ ACTION_ACTIONMENU
Open the action menu.
Definition: action.h:289
@ ACTION_DISASSEMBLE
Open disassemble menu.
Definition: action.h:207
@ ACTION_LOOT
Sort out the loot.
Definition: action.h:127
@ ACTION_TOGGLE_FULLSCREEN
Toggle full-screen mode.
Definition: action.h:275
@ ACTION_MAP
Display over-map.
Definition: action.h:239
@ ACTION_MEND
Open the mending menu (e.g.
Definition: action.h:167
@ ACTION_TOGGLE_THIEF_MODE
Toggle permanent attitude to stealing.
Definition: action.h:219
@ ACTION_USE_WIELDED
Use currently wielded item.
Definition: action.h:143
@ ACTION_PL_INFO
Display player status screen.
Definition: action.h:237
@ ACTION_DISPLAY_SCENT_TYPE
Toggle scent type map.
Definition: action.h:281
@ ACTION_TOGGLE_AUTO_FORAGING
Turn auto foraging on/off.
Definition: action.h:307
@ ACTION_FIRE_BURST
Burst-fire the current weapon.
Definition: action.h:173
@ ACTION_BIONICS
Open the bionics menu.
Definition: action.h:185
@ ACTION_CONTROL_VEHICLE
Open vehicle control menu.
Definition: action.h:211
@ ACTION_SAVE
Save the game and quit.
Definition: action.h:225
@ ACTION_MOVE_UP
Ascend a staircase.
Definition: action.h:59
@ ACTION_TOGGLE_PANEL_ADM
Turn admin panel on/off.
Definition: action.h:295
@ ACTION_TOGGLE_AUTO_PULP_BUTCHER
Change auto pulp/butcher mode.
Definition: action.h:303
@ ACTION_TOGGLE_AUTO_TRAVEL_MODE
Turn auto travel mode on/off.
Definition: action.h:213
@ ACTION_COLOR
Open color manager.
Definition: action.h:267
@ ACTION_TIMEOUT
Input timeout.
Definition: action.h:39
@ ACTION_TOGGLE_RUN
Toggle run on/off.
Definition: action.h:65
@ ACTION_FACTIONS
Display factions screen.
Definition: action.h:247
@ ACTION_GRAB
Grab or let go of an object.
Definition: action.h:111
@ ACTION_MOVE_BACK
Move towards bottom of screen / decelerate.
Definition: action.h:49
@ ACTION_CAST_SPELL
Cast a spell (only if any spells are known)
Definition: action.h:179
@ ACTION_DIR_DROP
Drop items in a given direction.
Definition: action.h:183
@ ACTION_AUTOATTACK
Auto select and attack hostile creature within range.
Definition: action.h:191
@ ACTION_CYCLE_MOVE
Cycle run/walk/crouch mode.
Definition: action.h:61
@ ACTION_SKY
Show sky state for trying to predict weather.
Definition: action.h:241
@ ACTION_FIRE
Fire the wielded weapon, or open fire menu if none.
Definition: action.h:171
@ ACTION_PAUSE
Pause an on-going activity.
Definition: action.h:37
@ ACTION_MOVE_BACK_RIGHT
Move towards bottom-right of screen / decelerate and steer right.
Definition: action.h:47
@ ACTION_MUTATIONS
Open the mutations menu.
Definition: action.h:187
@ ACTION_HAUL
Haul pile of items, or let go of them.
Definition: action.h:113
@ ACTION_MOVE_RIGHT
Move / steer right.
Definition: action.h:45
@ ACTION_SLEEP
Open sleep menu.
Definition: action.h:209
@ ACTION_ITEMACTION
Open the item uses menu.
Definition: action.h:291
@ ACTION_MOVE_LEFT
Move / steer left.
Definition: action.h:53
@ ACTION_SELECT_DEFAULT_AMMO
Change default ammo for current weapon.
Definition: action.h:177
@ ACTION_AUTOPICKUP
Open autopickup manager.
Definition: action.h:261
@ ACTION_SUICIDE
Commit suicide.
Definition: action.h:231
@ NUM_ACTIONS
Not an action, serves as count of enumerated actions.
Definition: action.h:327
@ ACTION_ZOOM_OUT
Zoom view in.
Definition: action.h:285
@ ACTION_SELECT_FIRE_MODE
Change fire mode of the current weapon.
Definition: action.h:175
@ ACTION_UNLOAD
Open the unload item (e.g.
Definition: action.h:165
@ ACTION_RECRAFT
Repeat last craft command.
Definition: action.h:201
@ ACTION_TAKE_OFF
Open the take-off clothing selection menu.
Definition: action.h:147
@ ACTION_PICKUP_FEET
Pick up items from current square.
Definition: action.h:109
@ ACTION_TOGGLE_AUTO_FEATURES
Turn auto features on/off.
Definition: action.h:301
@ ACTION_WORLD_MODS
Open active world mods.
Definition: action.h:269
@ ACTION_TOGGLE_DEBUG_MODE
Toggle debug mode.
Definition: action.h:283
@ ACTION_ORGANIZE
Swap inventory letters.
Definition: action.h:139
@ ACTION_MOVE_FORTH_LEFT
Move towards top-left of screen / accelerate and steer left.
Definition: action.h:55
@ ACTION_RELOAD_TILESET
Reload current tileset.
Definition: action.h:299
@ ACTION_CLOSE
Close an item (e.g.
Definition: action.h:101
@ ACTION_RELOAD_WEAPON
Attempt to reload wielded weapon, then fall back to the load item select menu.
Definition: action.h:161
@ ACTION_RELOAD_ITEM
Open the load item (e.g.
Definition: action.h:159
@ ACTION_PICKUP
Pick up items from current/adjacent squares.
Definition: action.h:107
@ ACTION_LONGCRAFT
Open batch crafting menu.
Definition: action.h:203
@ ACTION_WEAR
Open the wear clothing selection menu.
Definition: action.h:145
void create_advanced_inv()
auto_notes::auto_note_settings & get_auto_notes_settings()
Definition: auto_note.cpp:386
auto_pickup::player_settings & get_auto_pickup()
Definition: auto_pickup.cpp:38
bool tile_iso
Using isometric tileset.
bool debug_mode
Extended debugging mode, can be toggled during game.
bool has_active_mutation(const trait_id &b) const
Definition: mutation.cpp:367
pimpl< character_martial_arts > martial_arts_data
Definition: character.h:1525
bool has_active_item(const itype_id &id) const
Whether the player carries an active item of the given item type.
Definition: character.cpp:2561
void place_corpse()
std::set< tripoint > get_path_avoid() const override
Returns a set of points we do not want to path through.
Definition: character.cpp:9957
bool has_destination_activity() const
bool is_auto_moving() const
void start_destination_activity()
action_id get_next_auto_move_direction()
const pathfinding_settings & get_pathfinding_settings() const override
Returns settings for pathfinding.
Definition: character.cpp:9971
bool is_armed() const
Returns true if the character is wielding something.
Definition: melee.cpp:145
void dismount()
Definition: character.cpp:1247
item weapon
Definition: character.h:1521
void set_value(const std::string &key, const std::string &value)
Definition: creature.cpp:1331
std::string get_value(const std::string &key) const
Definition: creature.cpp:1341
void mod_moves(int nmoves)
Definition: creature.cpp:1408
void cycle_move_mode()
Definition: avatar.cpp:1179
void toggle_map_memory()
Definition: avatar.cpp:119
void toggle_crouch_mode()
Definition: avatar.cpp:1163
void toggle_run_mode()
Definition: avatar.cpp:1154
void disp_morale()
Provides the window and detailed morale data.
Definition: avatar.cpp:994
void reset_move_mode()
Definition: avatar.cpp:1172
void item_action_menu()
void display_radiation()
Definition: game.cpp:11814
void list_missions()
Definition: mission_ui.cpp:22
input_context get_player_input(std::string &action)
bool try_get_left_click_action(action_id &act, const tripoint &mouse_target)
Definition: game.cpp:2619
void wield()
Definition: game.cpp:9121
void set_safe_mode(safe_mode_type mode)
Definition: game.cpp:9194
void reload_wielded(bool prompt=false)
Definition: game.cpp:8954
cata::optional< tripoint > look_around()
Definition: game.cpp:6861
void pickup_feet()
Definition: game.cpp:5918
void zones_manager()
Definition: game.cpp:6386
int turnssincelastmon
Definition: game.h:1069
void display_visibility()
Definition: game.cpp:11728
void display_scent()
Definition: game.cpp:11693
bool save()
Returns false if saving failed.
Definition: game.cpp:3112
void butcher()
Definition: game.cpp:8581
void display_temperature()
Definition: game.cpp:11714
bool auto_travel_mode
Definition: game.h:1066
void zoom_out()
Definition: game.cpp:7328
void toggle_pixel_minimap()
Definition: game.cpp:511
void toggle_debug_hour_timer()
Definition: game.cpp:11760
void display_transparency()
Definition: game.cpp:11821
void list_items_monsters()
Definition: game.cpp:7505
void chat()
Definition: npctalk.cpp:394
void quickload()
Definition: game.cpp:11856
void pickup()
Definition: game.cpp:5896
void vertical_move(int z, bool force, bool peeking=false)
Moves the player vertically.
Definition: game.cpp:10541
void open_consume_item_menu()
void display_lighting()
Definition: game.cpp:11788
void control_vehicle()
Definition: game.cpp:5466
void peek()
Definition: game.cpp:5925
void drop()
Definition: game.cpp:8319
bool try_get_right_click_action(action_id &act, const tripoint &mouse_target)
Definition: game.cpp:2647
void reload_weapon(bool try_everything=true)
Definition: game.cpp:8964
bool check_safe_mode_allowed(bool repeat_safe_mode_warnings=true)
Check whether movement is allowed according to safe mode settings.
Definition: game.cpp:9132
void zoom_in()
Definition: game.cpp:7340
void toggle_fullscreen()
Definition: game.cpp:501
void display_vehicle_ai()
Definition: game.cpp:11721
void reload_item()
Definition: game.cpp:8940
void reload_tileset()
Definition: game.cpp:522
void mark_main_ui_adaptor_resize() const
Definition: game.cpp:3360
void drop_in_direction()
Definition: game.cpp:8324
void display_help()
Definition: help.cpp:140
cata::optional< tripoint > get_coordinates(const catacurses::window &capture_win_)
Get the coordinates associated with the last mouse click (if any).
Definition: input.cpp:1338
input_event get_raw_input()
Temporary method to retrieve the raw input received, so that input_contexts can be used in screens wh...
Definition: input.cpp:1299
action_id display_menu(bool permit_execute_action=false)
Displays the possible actions in the current context and their keybindings.
Definition: input.cpp:999
std::string get_keyname(int ch, input_event_t inp_type, bool portable=false) const
Get the key name associated with the given keyboard keycode.
Definition: input.cpp:415
bool is_gun() const
Can this item be used to perform a ranged attack?
Definition: item.cpp:6361
void gun_cycle_mode()
Switch to the next available firing mode.
Definition: item.cpp:7752
std::string display_name(unsigned int quantity=1) const
Returns the item name and the charges or contained charges (if the item can have charges at all).
Definition: item.cpp:4700
bool is_gunmod() const
Definition: item.cpp:6391
std::map< gun_mode_id, gun_mode > gun_all_modes() const
Get all possible modes for this gun inclusive of any attached gunmods.
Definition: item.cpp:7671
bool gun_set_mode(const gun_mode_id &mode)
Try to set the mode for a gun, returning false if no such mode is possible.
Definition: item.cpp:7743
bool is_outside(const tripoint &p) const
Definition: map.cpp:2558
std::vector< tripoint > route(const tripoint &f, const tripoint &t, const pathfinding_settings &settings, const std::set< tripoint > &pre_closed={{ }}) const
Calculate the best path using A*.
const tripoint & pos() const override
Definition: monster.cpp:255
short ignoring
Definition: monster.h:507
cOpt & get_option(const std::string &name)
Definition: options.cpp:3334
std::string show(bool ingame=false, bool world_options_only=false, const std::function< bool()> &on_quit=nullptr)
Definition: options.cpp:2722
void show_adm()
Definition: panels.cpp:2406
void pause()
Definition: player.cpp:609
void craft(const tripoint &loc=tripoint_zero)
Start various types of crafts.
Definition: crafting.cpp:341
void sort_armor()
Draws the UI and handles player input for the armor re-ordering window.
void power_mutations()
Definition: mutation_ui.cpp:89
void use_wielded()
Uses the current wielded weapon.
Definition: player.cpp:3082
int movecounter
Definition: player.h:623
void power_bionics()
Generates and handles the UI for player interaction with installed bionics.
Definition: bionics_ui.cpp:528
void recraft(const tripoint &loc=tripoint_zero)
Definition: crafting.cpp:352
void long_craft(const tripoint &loc=tripoint_zero)
Definition: crafting.cpp:361
void add_rule(const std::string &rule_in, Creature::Attitude attitude_in, int proximity_in, rule_state state_in)
void show()
Definition: safemode_ui.cpp:39
int moves_elapsed()
#define all_colors
Definition: color.h:15
construction_id construction_menu(const bool blueprint)
@ Info
Information (default: enabled).
@ RULE_WHITELISTED
Definition: enums.h:53
@ SAFE_MODE_OFF
Definition: game.h:77
@ QUIT_SAVED
Definition: game.h:70
static void open_movement_mode_menu()
static void smash()
static void open()
#define dbg(x)
static void takeoff()
static void read()
static void wait()
static const efftype_id effect_laserlocked("laserlocked")
static void rcdrive(const point &d)
static void wear()
static void close()
static const bionic_id bio_remote("bio_remote")
static void pldrive(const tripoint &p)
static void haul()
static const trait_id trait_SHELL2("SHELL2")
static const trait_id trait_PROF_CHURL("PROF_CHURL")
static void cast_spell()
static void loot()
static void fire()
static void grab()
static void sleep()
static const itype_id itype_radiocontrol("radiocontrol")
help & get_help()
Definition: help.cpp:30
bool isDebugger()
Definition: mapsharing.cpp:65
bool isCompetitive()
Definition: mapsharing.cpp:35
void use_item(avatar &you, item_location &loc)
bool eat_here(avatar &you)
void autoattack(avatar &you, map &m)
void eat(avatar &you)
Eat food or fuel 'E' (or 'a')
void fire_wielded_weapon(avatar &you)
Checks if the wielded weapon is a gun and can be fired then starts interactive aiming.
void plthrow(avatar &you, item_location loc, const cata::optional< tripoint > &blind_throw_from_pos=cata::nullopt)
void mend(avatar &you, item_location loc)
void unload(avatar &you)
void disp_info(Character &ch)
Handles and displays detailed character info for the '@' screen.
void debug()
void close_door(map &m, Character &who, const tripoint &closep)
Handles deducting moves, printing messages (only non-NPCs cause messages), actually closing it,...
Definition: gates.cpp:256
void compare(player &p, const cata::optional< tripoint > &offset)
void common(avatar &you)
void swap_letters(player &p)
void prompt_select_default_ammo_for(avatar &u, const item &w)
Prompts to select default ammo compatible with provided gun.
Definition: ranged.cpp:3754
void display_visible_weather()
Display overmap like with display() and display the weather that is within line of sight.
void display()
Display overmap centered at the player's position.
options_manager & get_options()
Definition: options.cpp:142
T get_option(const std::string &name)
Definition: options.h:368
static constexpr point point_south_west
Definition: point.h:281
static constexpr point point_north_east
Definition: point.h:277
static constexpr point point_north_west
Definition: point.h:283
An instance of an input, like a keypress etc.
Definition: input.h:95
std::vector< int > sequence
Definition: input.h:101
int get_first_input() const
Definition: input.cpp:100
input_event_t type
Definition: input.h:96
void handbrake()

References _, Creature::A_ANY, achievements_tracker_ptr, act, action, ACTION_ACTIONMENU, ACTION_ADVANCEDINV, ACTION_AUTOATTACK, ACTION_AUTONOTES, ACTION_AUTOPICKUP, ACTION_BIONICS, ACTION_BUTCHER, ACTION_CAST_SPELL, ACTION_CENTER, ACTION_CHAT, ACTION_CLOSE, ACTION_COLOR, ACTION_COMPARE, ACTION_CONSTRUCT, ACTION_CONTROL_VEHICLE, ACTION_CRAFT, ACTION_CYCLE_MOVE, ACTION_DEBUG, ACTION_DIR_DROP, ACTION_DISASSEMBLE, ACTION_DISPLAY_LIGHTING, ACTION_DISPLAY_RADIATION, ACTION_DISPLAY_SCENT, ACTION_DISPLAY_SCENT_TYPE, ACTION_DISPLAY_SUBMAP_GRID, ACTION_DISPLAY_TEMPERATURE, ACTION_DISPLAY_TRANSPARENCY, ACTION_DISPLAY_VEHICLE_AI, ACTION_DISPLAY_VISIBILITY, ACTION_DROP, ACTION_EAT, ACTION_EXAMINE, ACTION_FACTIONS, ACTION_FIRE, ACTION_FIRE_BURST, ACTION_GRAB, ACTION_HAUL, ACTION_HELP, action_ident(), ACTION_IGNORE_ENEMY, ACTION_INVENTORY, ACTION_ITEMACTION, ACTION_KEYBINDINGS, ACTION_LIST_ITEMS, ACTION_LONGCRAFT, ACTION_LOOK, ACTION_LOOT, ACTION_MAIN_MENU, ACTION_MAP, ACTION_MEND, ACTION_MESSAGES, ACTION_MISSIONS, ACTION_MORALE, ACTION_MOVE_BACK, ACTION_MOVE_BACK_LEFT, ACTION_MOVE_BACK_RIGHT, ACTION_MOVE_DOWN, ACTION_MOVE_FORTH, ACTION_MOVE_FORTH_LEFT, ACTION_MOVE_FORTH_RIGHT, ACTION_MOVE_LEFT, ACTION_MOVE_RIGHT, ACTION_MOVE_UP, ACTION_MUTATIONS, ACTION_NULL, ACTION_OPEN, ACTION_OPEN_CONSUME, ACTION_OPEN_MOVEMENT, ACTION_OPTIONS, ACTION_ORGANIZE, ACTION_PAUSE, ACTION_PEEK, ACTION_PICK_STYLE, ACTION_PICKUP, ACTION_PICKUP_FEET, ACTION_PL_INFO, ACTION_QUICKLOAD, ACTION_QUICKSAVE, ACTION_READ, ACTION_RECRAFT, ACTION_RELOAD_ITEM, ACTION_RELOAD_TILESET, ACTION_RELOAD_WEAPON, ACTION_RELOAD_WIELDED, ACTION_RESET_MOVE, ACTION_SAFEMODE, ACTION_SAVE, ACTION_SCORES, ACTION_SEC_SELECT, ACTION_SELECT, ACTION_SELECT_DEFAULT_AMMO, ACTION_SELECT_FIRE_MODE, ACTION_SHIFT_E, ACTION_SHIFT_N, ACTION_SHIFT_NE, ACTION_SHIFT_NW, ACTION_SHIFT_S, ACTION_SHIFT_SE, ACTION_SHIFT_SW, ACTION_SHIFT_W, ACTION_SKY, ACTION_SLEEP, ACTION_SMASH, ACTION_SORT_ARMOR, ACTION_SUICIDE, ACTION_TAKE_OFF, ACTION_THROW, ACTION_TIMEOUT, ACTION_TOGGLE_AUTO_FEATURES, ACTION_TOGGLE_AUTO_FORAGING, ACTION_TOGGLE_AUTO_MINING, ACTION_TOGGLE_AUTO_PICKUP, ACTION_TOGGLE_AUTO_PULP_BUTCHER, ACTION_TOGGLE_AUTO_TRAVEL_MODE, ACTION_TOGGLE_AUTOSAFE, ACTION_TOGGLE_CROUCH, ACTION_TOGGLE_DEBUG_MODE, ACTION_TOGGLE_FULLSCREEN, ACTION_TOGGLE_HOUR_TIMER, ACTION_TOGGLE_MAP_MEMORY, ACTION_TOGGLE_PANEL_ADM, ACTION_TOGGLE_PIXEL_MINIMAP, ACTION_TOGGLE_RUN, ACTION_TOGGLE_SAFEMODE, ACTION_TOGGLE_THIEF_MODE, ACTION_UNLOAD, ACTION_USE, ACTION_USE_WIELDED, ACTION_WAIT, ACTION_WEAR, ACTION_WHITELIST_ENEMY, ACTION_WIELD, ACTION_WORLD_MODS, ACTION_ZONES, ACTION_ZOOM_IN, ACTION_ZOOM_OUT, add_msg(), safemode::add_rule(), all_colors, auto_travel_mode, avatar_action::autoattack(), bio_remote, butcher(), can_action_change_worldstate(), cast_spell(), chat(), check_safe_mode_allowed(), Character::clear_destination(), close(), doors::close_door(), game_menus::inv::common(), game_menus::inv::compare(), construction_menu(), control_vehicle(), Character::controlling_vehicle, player::craft(), create_advanced_inv(), avatar::cycle_move_mode(), dbg, debug_menu::debug(), debug_mode, destination_preview, player::disassemble(), Character::dismount(), character_display::disp_info(), avatar::disp_morale(), ui::omap::display(), help::display_help(), display_lighting(), input_context::display_menu(), Messages::display_messages(), item::display_name(), display_radiation(), display_scent(), display_temperature(), display_transparency(), display_vehicle_ai(), display_visibility(), ui::omap::display_visible_weather(), driving_view_offset, drop(), drop_in_direction(), avatar_action::eat(), avatar_action::eat_here(), effect_laserlocked, examine(), faction_manager_ptr, fire(), avatar_action::fire_wielded_weapon(), g, gamemode, get_auto_notes_settings(), get_auto_pickup(), input_context::get_coordinates(), get_delta_from_movement_action(), input_event::get_first_input(), get_help(), input_manager::get_keyname(), get_kill_tracker(), panel_manager::get_manager(), avatar::get_mon_visible(), Character::get_next_auto_move_direction(), options_manager::get_option(), get_option(), get_options(), Character::get_path_avoid(), Character::get_pathfinding_settings(), get_player_input(), input_context::get_raw_input(), get_safemode(), Creature::get_value(), grab(), item::gun_all_modes(), item::gun_cycle_mode(), item::gun_set_mode(), handbrake(), handle_action_menu(), handle_main_menu(), Character::has_active_bionic(), Character::has_active_item(), Character::has_active_mutation(), Character::has_destination(), Character::has_destination_activity(), Creature::has_effect(), Character::has_trait(), haul(), monster::ignoring, Character::in_vehicle, Info, inp_mngr, Character::is_armed(), Character::is_auto_moving(), player::is_dead_state(), item::is_gun(), item::is_gunmod(), Character::is_mounted(), map::is_outside(), MAP_SHARING::isCompetitive(), MAP_SHARING::isDebugger(), item_action_menu(), itype_radiocontrol, list_items_monsters(), list_missions(), player::long_craft(), look_around(), look_up_action(), loot(), m, m_bad, m_info, m_warning, mark_main_ui_adaptor_resize(), Character::martial_arts_data, avatar_action::mend(), MF_RIDEABLE_MECH, Creature::mod_moves(), mostseen, Character::mounted_creature, avatar_action::move(), player::movecounter, Creature::moves, user_turn::moves_elapsed(), om_direction::name(), monster_visible_info::new_seen_mon, no, cata::nullopt, NUM_ACTIONS, open(), open_consume_item_menu(), open_movement_mode_menu(), player::pause(), peek(), pickup(), pickup_feet(), Character::place_corpse(), pldrive(), avatar_action::plthrow(), point_east, point_north, point_north_east, point_north_west, point_south, point_south_east, point_south_west, point_west, point_zero, Character::pos(), monster::pos(), Character::posx(), Character::posy(), Character::posz(), player::power_bionics(), player::power_mutations(), press_x(), press_x_if_bound(), ranged::prompt_select_default_ammo_for(), query_yn(), quickload(), quicksave(), QUIT_DIED, QUIT_SAVED, QUIT_SUICIDE, QUIT_WATCH, rcdrive(), read(), player::recraft(), reload_item(), reload_tileset(), reload_weapon(), reload_wielded(), remoteveh(), Creature::remove_effect(), avatar::reset_move_mode(), rl_dist(), map::route(), RULE_WHITELISTED, safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, SAFE_MODE_STOP, safe_mode_warning_logged, save(), options_manager::save(), Character::sees(), SEEX, input_event::sequence, Character::set_destination(), set_safe_mode(), Creature::set_value(), options_manager::cOpt::setNext(), auto_pickup::player_settings::show(), safemode::show(), options_manager::show(), panel_manager::show_adm(), auto_notes::auto_note_settings::show_gui(), show_scores_ui(), sleep(), smash(), player::sort_armor(), Character::start_destination_activity(), stats(), string_format(), game_menus::inv::swap_letters(), takeoff(), tile_iso, avatar::toggle_crouch_mode(), toggle_debug_hour_timer(), toggle_fullscreen(), avatar::toggle_map_memory(), toggle_pixel_minimap(), avatar::toggle_run_mode(), trait_PROF_CHURL, trait_SHELL2, tripoint_above, tripoint_below, try_get_left_click_action(), try_get_right_click_action(), calendar::turn, turnssincelastmon, input_event::type, u, avatar_action::unload(), uquit, avatar_action::use_item(), use_tiles, player::use_wielded(), user_action_counter, map::veh_at(), vertical_move(), player::view_offset, w_terrain, wait(), Character::weapon, wear(), wield(), world_generator, point::x, tripoint::x, point::y, tripoint::y, yes, zones_manager(), zoom_in(), and zoom_out().

Referenced by do_turn().

◆ handle_key_blocking_activity()

void game::handle_key_blocking_activity ( )
private

Definition at line 2058 of file game.cpp.

2059{
2061 const std::string action = ctxt.handle_input( 0 );
2062 bool refresh = true;
2063 if( action == "pause" ) {
2065 cancel_activity_query( _( "Confirm:" ) );
2066 }
2067 } else if( action == "player_data" ) {
2069 } else if( action == "messages" ) {
2071 } else if( action == "help" ) {
2073 } else if( action != "HELP_KEYBINDINGS" ) {
2074 refresh = false;
2075 }
2076 if( refresh ) {
2079 }
2080}
bool cancel_activity_query(const std::string &text)
Asks if the player wants to cancel their activity, and if so cancels it.
Definition: game.cpp:1842
const std::string & handle_input()
Handles input and returns the next action in the queue.
Definition: input.cpp:854
bool interruptable_with_kb
Controls whether this activity can be cancelled with 'pause' action.
void refresh()

References _, action, Character::activity, cancel_activity_query(), character_display::disp_info(), help::display_help(), Messages::display_messages(), get_default_mode_input_context(), get_help(), input_context::handle_input(), player_activity::interruptable_with_kb, ui_manager::redraw(), catacurses::refresh(), refresh_display(), and u.

Referenced by process_voluntary_act_interrupt().

◆ handle_mouseview()

bool game::handle_mouseview ( input_context ctxt,
std::string &  action 
)
private

Definition at line 2326 of file game.cpp.

2327{
2328 cata::optional<tripoint> liveview_pos;
2329
2330 do {
2331 action = ctxt.handle_input();
2332 if( action == "MOUSE_MOVE" ) {
2333 const cata::optional<tripoint> mouse_pos = ctxt.get_coordinates( w_terrain );
2334 if( mouse_pos && ( !liveview_pos || *mouse_pos != *liveview_pos ) ) {
2335 liveview_pos = mouse_pos;
2336 liveview.show( *liveview_pos );
2337 } else if( !mouse_pos ) {
2338 liveview_pos.reset();
2339 liveview.hide();
2340 }
2342 }
2343 } while( action == "MOUSE_MOVE" ); // Freeze animation when moving the mouse
2344
2345 if( action != "TIMEOUT" ) {
2346 // Keyboard event, break out of animation loop
2347 liveview.hide();
2348 return false;
2349 }
2350
2351 // Mouse movement or un-handled key
2352 return true;
2353}
void reset() noexcept
Definition: optional.h:155
void hide()
Definition: live_view.cpp:33
void show(const tripoint &p)
Definition: live_view.cpp:38

References action, input_context::get_coordinates(), input_context::handle_input(), live_view::hide(), liveview, ui_manager::redraw(), cata::optional< T >::reset(), live_view::show(), and w_terrain.

Referenced by get_player_input().

◆ has_gametype()

bool game::has_gametype ( ) const

Definition at line 625 of file game.cpp.

626{
627 return gamemode && gamemode->id() != SGAME_NULL;
628}

References gamemode, and SGAME_NULL.

◆ init_autosave()

void game::init_autosave ( )
private

Definition at line 11828 of file game.cpp.

11829{
11831 last_save_timestamp = time( nullptr );
11832}

References last_save_timestamp, and moves_since_last_save.

Referenced by load(), and start_game().

◆ inv_map_splice()

item_location game::inv_map_splice ( item_filter  filter,
const std::string &  title,
int  radius = 0,
const std::string &  none_message = "" 
)

Custom-filtered menu for inventory and nearby items and those that within specified radius.

Definition at line 391 of file game_inventory.cpp.

393{
395 title, radius, none_message );
396}
static item_location_filter convert_filter(const item_filter &filter)
static item_location inv_internal(player &u, const inventory_selector_preset &preset, const std::string &title, int radius, const std::string &none_message, const std::string &hint=std::string())
std::string title(holiday current_holiday)
Definition: path_info.cpp:330

References convert_filter(), inv_internal(), PATH_INFO::title(), and u.

Referenced by reload_item().

◆ invalidate_main_ui_adaptor()

void game::invalidate_main_ui_adaptor ( ) const

◆ inventory_item_menu()

int game::inventory_item_menu ( item_location  locThisItem,
const std::function< int()> &  startx = []() { return 0; },
const std::function< int()> &  width = []() { return 50; },
inventory_item_menu_positon  position = RIGHT_OF_INFO 
)

Definition at line 2090 of file game.cpp.

2094{
2095 int cMenu = static_cast<int>( '+' );
2096
2097 item &oThisItem = *locThisItem;
2098 if( u.has_item( oThisItem ) ) {
2099#if defined(__ANDROID__)
2100 if( get_option<bool>( "ANDROID_INVENTORY_AUTOADD" ) ) {
2101 add_key_to_quick_shortcuts( oThisItem.invlet, "INVENTORY", false );
2102 }
2103#endif
2104
2105 std::vector<iteminfo> vThisItem;
2106 std::vector<iteminfo> vDummy;
2107
2108 const bool bHPR = get_auto_pickup().has_rule( &oThisItem );
2109 const bool is_wielded = u.is_wielding( oThisItem );
2110 const bool cant_unwield_if_weapon = is_wielded && !u.can_unwield( oThisItem ).success();
2111 const bool cant_unwield_existing_weapon = u.is_armed() && !u.can_unwield( u.weapon ).success();
2112 const bool cant_takeoff_if_worn = u.is_wearing( oThisItem ) &&
2113 !u.can_takeoff( oThisItem ).success();
2114 const bool cant_dispose_of = cant_unwield_if_weapon || cant_takeoff_if_worn;
2115 const bool cant_acquare = cant_unwield_existing_weapon || cant_takeoff_if_worn;
2116 const hint_rating rate_unwield_item = cant_dispose_of ? hint_rating::cant :
2118 const hint_rating rate_wield_item = cant_acquare ? hint_rating::cant :
2120 const hint_rating rate_drop_item = cant_dispose_of ? hint_rating::cant :
2122
2123 uilist action_menu;
2124 action_menu.allow_anykey = true;
2125 const auto addentry = [&]( const char key, const std::string & text, const hint_rating hint ) {
2126 // The char is used as retval from the uilist *and* as hotkey.
2127 action_menu.addentry( key, true, key, text );
2128 auto &entry = action_menu.entries.back();
2129 switch( hint ) {
2130 case hint_rating::cant:
2131 entry.text_color = c_light_gray;
2132 break;
2133 case hint_rating::iffy:
2134 entry.text_color = c_light_red;
2135 break;
2136 case hint_rating::good:
2137 entry.text_color = c_light_green;
2138 break;
2139 }
2140 };
2141 addentry( 'a', pgettext( "action", "activate" ), u.rate_action_use( oThisItem ) );
2142 addentry( 'R', pgettext( "action", "read" ), u.rate_action_read( oThisItem ) );
2143 addentry( 'E', pgettext( "action", "eat" ), u.rate_action_eat( oThisItem ) );
2144 addentry( 'W', pgettext( "action", "wear" ), u.rate_action_wear( oThisItem ) );
2145 if( is_wielded ) {
2146 addentry( 'w', pgettext( "action", "unwield" ), rate_unwield_item );
2147 } else {
2148 addentry( 'w', pgettext( "action", "wield" ), rate_wield_item );
2149 }
2150 addentry( 't', pgettext( "action", "throw" ), rate_drop_item );
2151 addentry( 'c', pgettext( "action", "change side" ), u.rate_action_change_side( oThisItem ) );
2152 addentry( 'T', pgettext( "action", "take off" ), u.rate_action_takeoff( oThisItem ) );
2153 addentry( 'd', pgettext( "action", "drop" ), rate_drop_item );
2154 addentry( 'U', pgettext( "action", "unload" ), u.rate_action_unload( oThisItem ) );
2155 addentry( 'r', pgettext( "action", "reload" ), u.rate_action_reload( oThisItem ) );
2156 addentry( 'p', pgettext( "action", "part reload" ), u.rate_action_reload( oThisItem ) );
2157 addentry( 'm', pgettext( "action", "mend" ), u.rate_action_mend( oThisItem ) );
2158 addentry( 'D', pgettext( "action", "disassemble" ), u.rate_action_disassemble( oThisItem ) );
2159
2160 if( oThisItem.is_favorite ) {
2161 addentry( 'f', pgettext( "action", "unfavorite" ), hint_rating::good );
2162 } else {
2163 addentry( 'f', pgettext( "action", "favorite" ), hint_rating::good );
2164 }
2165
2166 addentry( '=', pgettext( "action", "reassign" ), hint_rating::good );
2167
2168 if( bHPR ) {
2169 addentry( '-', _( "Autopickup" ), hint_rating::iffy );
2170 } else {
2171 addentry( '+', _( "Autopickup" ), hint_rating::good );
2172 }
2173
2174 int iScrollPos = 0;
2175 oThisItem.info( true, vThisItem );
2176
2177 action_menu.w_y_setup = 0;
2178 action_menu.w_x_setup = [&]( const int popup_width ) -> int {
2179 switch( position )
2180 {
2181 default:
2183 return 0;
2184 case LEFT_OF_INFO:
2185 return iStartX() - popup_width;
2186 case RIGHT_OF_INFO:
2187 return iStartX() + iWidth();
2188 case LEFT_TERMINAL_EDGE:
2189 return TERMX - popup_width;
2190 }
2191 };
2192 // Filtering isn't needed, the number of entries is manageable.
2193 action_menu.filtering = false;
2194 // Default menu border color is different, this matches the border of the item info window.
2195 action_menu.border_color = BORDER_COLOR;
2196
2197 item_info_data data( oThisItem.tname(), oThisItem.type_name(), vThisItem, vDummy, iScrollPos );
2198 data.without_getch = true;
2199
2200 catacurses::window w_info;
2201 int iScrollHeight = 0;
2202
2203 std::unique_ptr<ui_adaptor> ui = std::make_unique<ui_adaptor>();
2204 ui->on_screen_resize( [&]( ui_adaptor & ui ) {
2205 w_info = catacurses::newwin( TERMY, iWidth(), point( iStartX(), 0 ) );
2206 iScrollHeight = TERMY - 2;
2207 ui.position_from_window( w_info );
2208 } );
2209 ui->mark_resize();
2210
2211 ui->on_redraw( [&]( const ui_adaptor & ) {
2212 draw_item_info( w_info, data );
2213 } );
2214
2215 bool exit = false;
2216 do {
2217 const int prev_selected = action_menu.selected;
2218 action_menu.query( false );
2219 if( action_menu.ret >= 0 ) {
2220 cMenu = action_menu.ret; /* Remember: hotkey == retval, see addentry above. */
2221 } else if( action_menu.ret == UILIST_UNBOUND && action_menu.keypress == KEY_RIGHT ) {
2222 // Simulate KEY_RIGHT == '\n' (confirm currently selected entry) for compatibility with old version.
2223 // TODO: ideally this should be done in the uilist, maybe via a callback.
2224 cMenu = action_menu.ret = action_menu.entries[action_menu.selected].retval;
2225 } else if( action_menu.keypress == KEY_PPAGE || action_menu.keypress == KEY_NPAGE ) {
2226 cMenu = action_menu.keypress;
2227 // Prevent the menu from scrolling with this key. TODO: Ideally the menu
2228 // could be instructed to ignore these two keys instead of scrolling.
2229 action_menu.selected = prev_selected;
2230 action_menu.fselected = prev_selected;
2231 action_menu.vshift = 0;
2232 } else {
2233 cMenu = 0;
2234 }
2235
2236 if( action_menu.ret != UILIST_WAIT_INPUT && action_menu.ret != UILIST_UNBOUND ) {
2237 exit = true;
2238 ui = nullptr;
2239 }
2240
2241 switch( cMenu ) {
2242 case 'a':
2243 avatar_action::use_item( u, locThisItem );
2244 break;
2245 case 'E':
2246 avatar_action::eat( u, locThisItem );
2247 break;
2248 case 'W':
2249 u.wear( oThisItem );
2250 break;
2251 case 'w':
2252 wield( locThisItem );
2253 break;
2254 case 't':
2255 avatar_action::plthrow( u, locThisItem );
2256 break;
2257 case 'c':
2258 u.change_side( locThisItem );
2259 break;
2260 case 'T':
2261 u.takeoff( oThisItem );
2262 break;
2263 case 'd':
2264 u.drop( locThisItem, u.pos() );
2265 break;
2266 case 'U':
2267 unload( locThisItem );
2268 break;
2269 case 'r':
2270 reload( locThisItem );
2271 break;
2272 case 'p':
2273 reload( locThisItem, true );
2274 break;
2275 case 'm':
2276 avatar_action::mend( u, locThisItem );
2277 break;
2278 case 'R':
2279 u.read( locThisItem );
2280 break;
2281 case 'D':
2282 u.disassemble( locThisItem, false );
2283 break;
2284 case 'f':
2285 oThisItem.is_favorite = !oThisItem.is_favorite;
2286 break;
2287 case '=':
2288 game_menus::inv::reassign_letter( u, oThisItem );
2289 break;
2290 case KEY_PPAGE:
2291 iScrollPos -= iScrollHeight;
2292 if( ui ) {
2293 ui->invalidate_ui();
2294 }
2295 break;
2296 case KEY_NPAGE:
2297 iScrollPos += iScrollHeight;
2298 if( ui ) {
2299 ui->invalidate_ui();
2300 }
2301 break;
2302 case '+':
2303 if( !bHPR ) {
2304 get_auto_pickup().add_rule( &oThisItem );
2305 add_msg( m_info, _( "'%s' added to character pickup rules." ), oThisItem.tname( 1,
2306 false ) );
2307 }
2308 break;
2309 case '-':
2310 if( bHPR ) {
2311 get_auto_pickup().remove_rule( &oThisItem );
2312 add_msg( m_info, _( "'%s' removed from character pickup rules." ), oThisItem.tname( 1,
2313 false ) );
2314 }
2315 break;
2316 default:
2317 break;
2318 }
2319 } while( !exit );
2320 }
2321 return cMenu;
2322}
hint_rating rate_action_change_side(const item &it) const
Used to determine player feedback on item use for the inventory code.
Definition: character.cpp:3695
bool is_wielding(const item &target) const
Definition: character.cpp:3235
bool change_side(item &it, bool interactive=true)
Swap side on which item is worn; returns false on fail.
Definition: character.cpp:3708
ret_val< bool > can_unwield(const item &it) const
Check player capable of unwielding an item.
Definition: character.cpp:3155
bool is_wearing(const item &itm) const
Returns true if the player is wearing the item.
Definition: character.cpp:3240
hint_rating rate_action_eat(const item &it) const
void remove_rule(const item *it)
bool has_rule(const item *it)
void add_rule(const item *it)
hint_rating rate_action_read(const item &it) const
Definition: avatar.cpp:942
bool read(item_location loc, bool continuous=false)
Handles reading effects and returns true if activity started.
Definition: avatar.cpp:371
bool unload(item_location loc)
Definition: game.cpp:9028
void reload(item_location &loc, bool prompt=false, bool empty=true)
Definition: game.cpp:8856
bool is_favorite
Definition: item.h:2234
std::string info(bool showtext=false) const
Return all the information about the item and its type.
Definition: item.cpp:1103
std::string type_name(unsigned int quantity=1) const
Name of the item type (not the item), with proper plural.
Definition: item.cpp:9672
std::string tname(unsigned int quantity=1, bool with_prefix=true, unsigned int truncate=0) const
Return the (translated) item name.
Definition: item.cpp:4438
char invlet
Definition: item.h:2232
hint_rating rate_action_mend(const item &it) const
Definition: player.cpp:3149
cata::optional< std::list< item >::iterator > wear(int pos, bool interactive=true)
Wear item; returns false on fail.
Definition: player.cpp:2726
hint_rating rate_action_takeoff(const item &it) const
Definition: player.cpp:2776
hint_rating rate_action_reload(const item &it) const
Definition: player.cpp:3087
hint_rating rate_action_wear(const item &it) const
Definition: player.cpp:2491
hint_rating rate_action_disassemble(const item &it)
Definition: player.cpp:3158
ret_val< bool > can_takeoff(const item &it, const std::list< item > *res=nullptr) const
Check player capable of taking off an item.
Definition: player.cpp:2806
hint_rating rate_action_unload(const item &it) const
Definition: player.cpp:3112
bool takeoff(item &it, std::list< item > *res=nullptr)
Takes off an item, returning false on fail.
Definition: player.cpp:2830
hint_rating rate_action_use(const item &it) const
Used to determine player feedback on item use for the inventory code.
Definition: player.cpp:3171
nc_color border_color
Definition: ui.h:328
int keypress
Definition: ui.h:413
bool filtering
Definition: ui.h:354
pos_scalar w_x_setup
Definition: ui.h:337
int fselected
Definition: ui.h:388
int selected
Definition: ui.h:415
bool allow_anykey
Definition: ui.h:360
int vshift
Definition: ui.h:386
std::vector< uilist_entry > entries
Definition: ui.h:323
bool has_item(const item &it) const
Returns true if this visitable instance contains the item.
Definition: visitable.cpp:95
static constexpr int KEY_NPAGE
Definition: input.h:65
static constexpr int KEY_PPAGE
Definition: input.h:66
static constexpr int KEY_RIGHT
Definition: input.h:40
hint_rating
Hint value used in a hack to decide text color.
Definition: item.h:2257
@ iffy
Item should display as red.
@ good
Item should display as green.
@ cant
Item should display as gray.
void reassign_letter(player &p, item &it)
input_event draw_item_info(const int iLeft, const int iWidth, const int iTop, const int iHeight, item_info_data &data)
Definition: output.cpp:793
#define BORDER_COLOR
Definition: output.h:135
const int UILIST_UNBOUND
Definition: ui.h:27
const int UILIST_WAIT_INPUT
Definition: ui.h:26

References _, add_msg(), auto_pickup::player_settings::add_rule(), uilist::addentry(), uilist::allow_anykey, BORDER_COLOR, uilist::border_color, c_light_gray, c_light_green, c_light_red, player::can_takeoff(), Character::can_unwield(), cant, Character::change_side(), player::disassemble(), draw_item_info(), Character::drop(), avatar_action::eat(), uilist::entries, uilist::filtering, uilist::fselected, get_auto_pickup(), good, visitable< T >::has_item(), auto_pickup::player_settings::has_rule(), iffy, item::info(), item::invlet, Character::is_armed(), item::is_favorite, Character::is_wearing(), Character::is_wielding(), KEY_NPAGE, KEY_PPAGE, KEY_RIGHT, uilist::keypress, LEFT_OF_INFO, LEFT_TERMINAL_EDGE, m_info, avatar_action::mend(), catacurses::newwin(), pgettext(), avatar_action::plthrow(), Character::pos(), uilist::query(), Character::rate_action_change_side(), player::rate_action_disassemble(), Character::rate_action_eat(), player::rate_action_mend(), avatar::rate_action_read(), player::rate_action_reload(), player::rate_action_takeoff(), player::rate_action_unload(), player::rate_action_use(), player::rate_action_wear(), avatar::read(), game_menus::inv::reassign_letter(), reload(), auto_pickup::player_settings::remove_rule(), uilist::ret, RIGHT_OF_INFO, RIGHT_TERMINAL_EDGE, uilist::selected, player::takeoff(), TERMX, TERMY, item::tname(), item::type_name(), u, UILIST_UNBOUND, UILIST_WAIT_INPUT, unload(), avatar_action::use_item(), uilist::vshift, uilist::w_x_setup, uilist::w_y_setup, Character::weapon, player::wear(), wield(), and item_info_data::without_getch.

◆ is_core_data_loaded()

bool game::is_core_data_loaded ( ) const

Returns whether the core data is currently loaded.

Definition at line 434 of file game.cpp.

435{
437}
bool is_data_finalized() const
Returns whether the data is finalized and ready to be utilized.
Definition: init.h:167

References DynamicDataLoader::get_instance(), and DynamicDataLoader::is_data_finalized().

◆ is_dangerous_tile()

bool game::is_dangerous_tile ( const tripoint dest_loc) const

Definition at line 9261 of file game.cpp.

9262{
9263 return !( get_dangerous_tile( dest_loc ).empty() );
9264}
std::vector< std::string > get_dangerous_tile(const tripoint &dest_loc) const
Definition: game.cpp:9283

References get_dangerous_tile().

Referenced by walk_move().

◆ is_empty()

bool game::is_empty ( const tripoint p)

Returns true if there is no player, NPC, or monster on the tile and move_cost > 0.

Definition at line 5162 of file game.cpp.

5163{
5164 return ( m.passable( p ) || m.has_flag( "LIQUID", p ) ) &&
5165 critter_at( p ) == nullptr;
5166}

References critter_at(), map::has_flag(), m, and map::passable().

Referenced by grabbed_furn_move(), monmove(), place_player(), and update_stair_monsters().

◆ is_game_over()

bool game::is_game_over ( )
private

Definition at line 2692 of file game.cpp.

2693{
2694 if( uquit == QUIT_WATCH ) {
2695 // deny player movement and dodging
2696 u.moves = 0;
2697 // prevent pain from updating
2698 u.set_pain( 0 );
2699 // prevent dodging
2700 u.dodges_left = 0;
2701 return false;
2702 }
2703 if( uquit == QUIT_DIED ) {
2704 if( u.in_vehicle ) {
2705 m.unboard_vehicle( u.pos() );
2706 }
2707 u.place_corpse();
2708 return true;
2709 }
2710 if( uquit == QUIT_SUICIDE ) {
2711 if( u.in_vehicle ) {
2712 m.unboard_vehicle( u.pos() );
2713 }
2714 return true;
2715 }
2716 if( uquit != QUIT_NO ) {
2717 return true;
2718 }
2719 // is_dead_state() already checks hp_torso && hp_head, no need to for loop it
2720 if( u.is_dead_state() ) {
2722 if( get_option<std::string>( "DEATHCAM" ) == "always" ) {
2723 uquit = QUIT_WATCH;
2724 } else if( get_option<std::string>( "DEATHCAM" ) == "ask" ) {
2725 uquit = query_yn( _( "Watch the last moments of your life…?" ) ) ?
2727 } else if( get_option<std::string>( "DEATHCAM" ) == "never" ) {
2728 uquit = QUIT_DIED;
2729 } else {
2730 // Something funky happened here, just die.
2731 dbg( DL::Error ) << "no deathcam option given to options, defaulting to QUIT_DIED";
2732 uquit = QUIT_DIED;
2733 }
2734 return is_game_over();
2735 }
2736 return false;
2737}
int dodges_left
Definition: character.h:559
void set_pain(int npain) override
Sets new intensity of pain an reacts to it.
Definition: player.cpp:972
@ Error
Error (default: enabled).
#define dbg(x)
Definition: game.cpp:190
void deactivate()
Definition: messages.cpp:357

References _, dbg, Messages::deactivate(), Character::dodges_left, Error, Character::in_vehicle, player::is_dead_state(), is_game_over(), m, Creature::moves, Character::place_corpse(), Character::pos(), query_yn(), QUIT_DIED, QUIT_NO, QUIT_SUICIDE, QUIT_WATCH, player::set_pain(), u, map::unboard_vehicle(), and uquit.

Referenced by do_turn(), and is_game_over().

◆ is_hostile_nearby()

Creature * game::is_hostile_nearby ( )

Definition at line 3951 of file game.cpp.

3952{
3953 int distance = ( get_option<int>( "SAFEMODEPROXIMITY" ) <= 0 ) ? MAX_VIEW_DISTANCE :
3954 get_option<int>( "SAFEMODEPROXIMITY" );
3955 return is_hostile_within( distance );
3956}
Creature * is_hostile_within(int distance)
Definition: game.cpp:3963

References is_hostile_within(), and MAX_VIEW_DISTANCE.

◆ is_hostile_very_close()

Creature * game::is_hostile_very_close ( )

Definition at line 3958 of file game.cpp.

3959{
3961}
static constexpr int DANGEROUS_PROXIMITY
Definition: game.cpp:192

References DANGEROUS_PROXIMITY, and is_hostile_within().

Referenced by butcher(), and process_voluntary_act_interrupt().

◆ is_hostile_within()

Creature * game::is_hostile_within ( int  distance)
private

Definition at line 3963 of file game.cpp.

3964{
3965 for( auto &critter : u.get_visible_creatures( distance ) ) {
3966 if( u.attitude_to( *critter ) == Creature::A_HOSTILE ) {
3967 return critter;
3968 }
3969 }
3970
3971 return nullptr;
3972}
Attitude attitude_to(const Creature &other) const override
Attitude (of this creature) towards another creature.
std::vector< Creature * > get_visible_creatures(int range) const
Returns all creatures that this player can see and that are in the given range.
@ A_HOSTILE
Definition: creature.h:169

References Creature::A_HOSTILE, Character::attitude_to(), Character::get_visible_creatures(), and u.

Referenced by is_hostile_nearby(), and is_hostile_very_close().

◆ is_in_sunlight()

bool game::is_in_sunlight ( const tripoint p)

Returns true if p is outdoors and it is sunny.

Definition at line 5168 of file game.cpp.

5169{
5170 return weather::is_in_sunlight( m, p, get_weather().weather_id );
5171}
bool is_in_sunlight(const map &m, const tripoint &p, const weather_type_id &weather)
Definition: weather.cpp:1162

References get_weather, weather::is_in_sunlight(), and m.

Referenced by process_artifact().

◆ is_in_viewport()

bool game::is_in_viewport ( const tripoint p,
int  margin = 0 
) const

Definition at line 3597 of file game.cpp.

3598{
3599 const tripoint diff( u.pos() + u.view_offset - p );
3600
3601 return ( std::abs( diff.x ) <= getmaxx( w_terrain ) / 2 - margin ) &&
3602 ( std::abs( diff.y ) <= getmaxy( w_terrain ) / 2 - margin );
3603}

References catacurses::getmaxx(), catacurses::getmaxy(), Character::pos(), u, player::view_offset, w_terrain, tripoint::x, and tripoint::y.

◆ is_sheltered()

bool game::is_sheltered ( const tripoint p)

Returns true if p is indoors, underground, or in a car.

Definition at line 5173 of file game.cpp.

5174{
5175 return weather::is_sheltered( m, p );
5176}
bool is_sheltered(const map &m, const tripoint &p)
Definition: weather.cpp:1153

References weather::is_sheltered(), and m.

◆ is_zones_manager_open()

bool game::is_zones_manager_open ( ) const

Definition at line 6316 of file game.cpp.

6317{
6318 return zones_manager_open;
6319}
bool zones_manager_open
Is Zone manager open or not - changes graphics of some zone tiles.
Definition: game.h:1101

References zones_manager_open.

◆ item_action_menu()

void game::item_action_menu ( )
private

Definition at line 231 of file item_action.cpp.

232{
233 const auto &gen = item_action_generator::generator();
234 const action_map &item_actions = gen.get_item_action_map();
235
236 // HACK: A bit of a hack for now. If more pseudos get implemented, this should be un-hacked
237 std::vector<item *> pseudos;
238 item toolset( "toolset", calendar::turn );
239 if( u.has_active_bionic( bio_tools ) ) {
240 pseudos.push_back( &toolset );
241 }
242 item bio_claws_item( static_cast<std::string>( bio_claws_weapon ), calendar::turn );
243 if( u.has_active_bionic( bio_claws ) ) {
244 pseudos.push_back( &bio_claws_item );
245 }
246
247 item_action_map iactions = gen.map_actions_to_items( u, pseudos );
248 if( iactions.empty() ) {
249 popup( _( "You don't have any items with registered uses" ) );
250 }
251
252 uilist kmenu;
253 kmenu.text = _( "Execute which action?" );
254 kmenu.input_category = "ITEM_ACTIONS";
255 input_context ctxt( "ITEM_ACTIONS" );
256 for( const auto &id : item_actions ) {
257 ctxt.register_action( id.first, id.second.name );
258 kmenu.additional_actions.emplace_back( id.first, id.second.name );
259 }
260 actmenu_cb callback( item_actions );
261 kmenu.callback = &callback;
262 int num = 0;
263
264 const auto assigned_action = [&iactions]( const item_action_id & action ) {
265 return iactions.find( action ) != iactions.end();
266 };
267
268 std::vector<std::tuple<item_action_id, std::string, std::string>> menu_items;
269 // Sorts menu items by action.
270 using Iter = decltype( menu_items )::iterator;
271 const auto sort_menu = []( Iter from, Iter to ) {
272 std::sort( from, to, []( const std::tuple<item_action_id, std::string, std::string> &lhs,
273 const std::tuple<item_action_id, std::string, std::string> &rhs ) {
274 return std::get<1>( lhs ).compare( std::get<1>( rhs ) ) < 0;
275 } );
276 };
277 // Add mapped actions to the menu vector.
278 std::transform( iactions.begin(), iactions.end(), std::back_inserter( menu_items ),
279 []( const std::pair<item_action_id, item *> &elem ) {
280 std::string ss = elem.second->display_name();
281 if( elem.second->ammo_required() ) {
282 ss += string_format( " (%d/%d)", elem.second->ammo_required(), elem.second->ammo_remaining() );
283 }
284
285 const auto method = elem.second->get_use( elem.first );
286 if( method ) {
287 return std::make_tuple( method->get_type(), method->get_name(), ss );
288 } else {
289 return std::make_tuple( errstring, std::string( "NO USE FUNCTION" ), ss );
290 }
291 } );
292 // Sort mapped actions.
293 sort_menu( menu_items.begin(), menu_items.end() );
294 // Add unmapped but binded actions to the menu vector.
295 for( const auto &elem : item_actions ) {
296 if( key_bound_to( ctxt, elem.first ) != '\0' && !assigned_action( elem.first ) ) {
297 menu_items.emplace_back( elem.first, gen.get_action_name( elem.first ), "-" );
298 }
299 }
300 // Sort unmapped actions.
301 auto iter = menu_items.begin();
302 std::advance( iter, iactions.size() );
303 sort_menu( iter, menu_items.end() );
304 // Determine max lengths, to print the menu nicely.
305 std::pair<int, int> max_len;
306 for( const auto &elem : menu_items ) {
307 max_len.first = std::max( max_len.first, utf8_width( std::get<1>( elem ), true ) );
308 max_len.second = std::max( max_len.second, utf8_width( std::get<2>( elem ), true ) );
309 }
310 // Fill the menu.
311 for( const auto &elem : menu_items ) {
312 std::string ss;
313 ss += std::get<1>( elem );
314 ss += std::string( max_len.first - utf8_width( std::get<1>( elem ), true ), ' ' );
315 ss += std::string( 4, ' ' );
316
317 ss += std::get<2>( elem );
318 ss += std::string( max_len.second - utf8_width( std::get<2>( elem ), true ), ' ' );
319
320 const char bind = key_bound_to( ctxt, std::get<0>( elem ) );
321 const bool enabled = assigned_action( std::get<0>( elem ) );
322
323 kmenu.addentry( num, enabled, bind, ss );
324 num++;
325 }
326
327 kmenu.query();
328 if( kmenu.ret < 0 || kmenu.ret >= static_cast<int>( iactions.size() ) ) {
329 return;
330 }
331
332 const item_action_id action = std::get<0>( menu_items[kmenu.ret] );
333 item *it = iactions[action];
334
335 u.invoke_item( it, action );
336
337 u.inv.restack( u );
338 u.inv.unsort();
339}
inventory inv
Definition: character.h:1519
bool invoke_item(item *, const tripoint &pt) override
Asks how to use the item (if it has more than one use_method) and uses it.
Definition: avatar.cpp:1248
void restack(player &p)
Definition: inventory.cpp:398
void unsort()
Definition: inventory.cpp:226
static item_action_generator & generator()
Definition: item_action.h:32
std::string input_category
Definition: ui.h:325
std::vector< std::pair< std::string, translation > > additional_actions
Definition: ui.h:326
static char key_bound_to(const input_context &ctxt, const item_action_id &act)
Definition: item_action.cpp:47
static const bionic_id bio_claws("bio_claws")
static const bionic_id bio_tools("bio_tools")
static const bionic_id bio_claws_weapon("bio_claws_weapon")
std::string item_action_id
Definition: item_action.h:16
std::map< item_action_id, item_action > action_map
Definition: item_action.h:18
std::map< item_action_id, item * > item_action_map
Definition: item_action.h:17

References _, action, uilist::additional_actions, bio_claws, bio_claws_weapon, bio_tools, uilist::callback, item_action_generator::generator(), Character::has_active_bionic(), uilist::input_category, num, popup(), input_context::register_action(), second, uilist::text, iexamine::transform(), calendar::turn, and u.

Referenced by handle_action().

◆ knockback() [1/2]

void game::knockback ( const tripoint s,
const tripoint t,
int  force,
int  stun,
int  dam_mult 
)

Definition at line 4587 of file game.cpp.

4588{
4589 std::vector<tripoint> traj;
4590 traj.clear();
4591 traj = line_to( s, t, 0, 0 );
4592 traj.insert( traj.begin(), s ); // how annoying, line_to() doesn't include the originating point!
4593 traj = continue_line( traj, force );
4594 traj.insert( traj.begin(), t ); // how annoying, continue_line() doesn't either!
4595
4596 knockback( traj, stun, dam_mult );
4597}
std::vector< coords::coord_point< Point, Origin, Scale > > line_to(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:548
std::vector< tripoint > continue_line(const std::vector< tripoint > &line, const int distance)
Definition: line.cpp:408

References continue_line(), knockback(), and line_to().

Referenced by forced_door_closing(), and knockback().

◆ knockback() [2/2]

void game::knockback ( std::vector< tripoint > &  traj,
int  stun,
int  dam_mult 
)

Definition at line 4603 of file game.cpp.

4604{
4605 // TODO: make the force parameter actually do something.
4606 // the header file says higher force causes more damage.
4607 // perhaps that is what it should do?
4608
4609 // TODO: refactor this so it's not copy/pasted 3 times
4610 tripoint tp = traj.front();
4611 if( !critter_at( tp ) ) {
4612 debugmsg( _( "Nothing at (%d,%d,%d) to knockback!" ), tp.x, tp.y, tp.z );
4613 return;
4614 }
4615 std::size_t force_remaining = traj.size();
4616 if( monster *const targ = critter_at<monster>( tp, true ) ) {
4617 if( stun > 0 ) {
4618 targ->add_effect( effect_stunned, 1_turns * stun );
4619 add_msg( _( "%s was stunned!" ), targ->name() );
4620 }
4621 for( size_t i = 1; i < traj.size(); i++ ) {
4622 if( m.impassable( traj[i].xy() ) || m.obstructed_by_vehicle_rotation( tp, traj[i] ) ) {
4623 targ->setpos( traj[i - 1] );
4624 force_remaining = traj.size() - i;
4625 if( stun != 0 ) {
4626 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4627 add_msg( _( "%s was stunned!" ), targ->name() );
4628 add_msg( _( "%s slammed into an obstacle!" ), targ->name() );
4629 targ->apply_damage( nullptr, bodypart_id( "torso" ), dam_mult * force_remaining );
4630 targ->check_dead_state();
4631 }
4632 m.bash( traj[i], 2 * dam_mult * force_remaining );
4633 break;
4634 } else if( critter_at( traj[i] ) ) {
4635 targ->setpos( traj[i - 1] );
4636 force_remaining = traj.size() - i;
4637 if( stun != 0 ) {
4638 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4639 add_msg( _( "%s was stunned!" ), targ->name() );
4640 }
4641 traj.erase( traj.begin(), traj.begin() + i );
4642 if( critter_at<monster>( traj.front() ) ) {
4643 add_msg( _( "%s collided with something else and sent it flying!" ),
4644 targ->name() );
4645 } else if( npc *const guy = critter_at<npc>( traj.front() ) ) {
4646 if( guy->male ) {
4647 add_msg( _( "%s collided with someone else and sent him flying!" ),
4648 targ->name() );
4649 } else {
4650 add_msg( _( "%s collided with someone else and sent her flying!" ),
4651 targ->name() );
4652 }
4653 } else if( u.pos() == traj.front() ) {
4654 add_msg( m_bad, _( "%s collided with you and sent you flying!" ), targ->name() );
4655 }
4656 knockback( traj, stun, dam_mult );
4657 break;
4658 }
4659 targ->setpos( traj[i] );
4660 if( m.has_flag( "LIQUID", targ->pos() ) && !targ->can_drown() && !targ->is_dead() ) {
4661 targ->die( nullptr );
4662 if( u.sees( *targ ) ) {
4663 add_msg( _( "The %s drowns!" ), targ->name() );
4664 }
4665 }
4666 if( !m.has_flag( "LIQUID", targ->pos() ) && targ->has_flag( MF_AQUATIC ) &&
4667 !targ->is_dead() ) {
4668 targ->die( nullptr );
4669 if( u.sees( *targ ) ) {
4670 add_msg( _( "The %s flops around and dies!" ), targ->name() );
4671 }
4672 }
4673 tp = traj[i];
4674 }
4675 } else if( npc *const targ = critter_at<npc>( tp ) ) {
4676 if( stun > 0 ) {
4677 targ->add_effect( effect_stunned, 1_turns * stun );
4678 add_msg( _( "%s was stunned!" ), targ->name );
4679 }
4680 for( size_t i = 1; i < traj.size(); i++ ) {
4681 if( m.impassable( traj[i].xy() ) ||
4682 m.obstructed_by_vehicle_rotation( tp, traj[i] ) ) { // oops, we hit a wall!
4683 targ->setpos( traj[i - 1] );
4684 force_remaining = traj.size() - i;
4685 if( stun != 0 ) {
4686 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4687 if( targ->has_effect( effect_stunned ) ) {
4688 add_msg( _( "%s was stunned!" ), targ->name );
4689 }
4690
4691 std::array<bodypart_id, 8> bps = {{
4692 bodypart_id( "head" ),
4693 bodypart_id( "arm_l" ), bodypart_id( "arm_r" ),
4694 bodypart_id( "hand_l" ), bodypart_id( "hand_r" ),
4695 bodypart_id( "torso" ),
4696 bodypart_id( "leg_l" ), bodypart_id( "leg_r" )
4697 }
4698 };
4699 for( const bodypart_id &bp : bps ) {
4700 if( one_in( 2 ) ) {
4701 targ->deal_damage( nullptr, bp, damage_instance( DT_BASH, force_remaining * dam_mult ) );
4702 }
4703 }
4704 targ->check_dead_state();
4705 }
4706 m.bash( traj[i], 2 * dam_mult * force_remaining );
4707 break;
4708 } else if( critter_at( traj[i] ) ) {
4709 targ->setpos( traj[i - 1] );
4710 force_remaining = traj.size() - i;
4711 if( stun != 0 ) {
4712 add_msg( _( "%s was stunned!" ), targ->name );
4713 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4714 }
4715 traj.erase( traj.begin(), traj.begin() + i );
4716 const tripoint &traj_front = traj.front();
4717 if( critter_at<monster>( traj_front ) ) {
4718 add_msg( _( "%s collided with something else and sent it flying!" ),
4719 targ->name );
4720 } else if( npc *const guy = critter_at<npc>( traj_front ) ) {
4721 if( guy->male ) {
4722 add_msg( _( "%s collided with someone else and sent him flying!" ),
4723 targ->name );
4724 } else {
4725 add_msg( _( "%s collided with someone else and sent her flying!" ),
4726 targ->name );
4727 }
4728 } else if( u.posx() == traj_front.x && u.posy() == traj_front.y &&
4730 ( u.footwear_factor() == .5 && one_in( 2 ) ) ) ) ) {
4731 add_msg( _( "%s collided with you, and barely dislodges your tentacles!" ), targ->name );
4732 } else if( u.posx() == traj_front.x && u.posy() == traj_front.y ) {
4733 add_msg( m_bad, _( "%s collided with you and sent you flying!" ), targ->name );
4734 }
4735 knockback( traj, stun, dam_mult );
4736 break;
4737 }
4738 targ->setpos( traj[i] );
4739 tp = traj[i];
4740 }
4741 } else if( u.pos() == tp ) {
4742 if( stun > 0 ) {
4743 u.add_effect( effect_stunned, 1_turns * stun );
4744 add_msg( m_bad, vgettext( "You were stunned for %d turn!",
4745 "You were stunned for %d turns!",
4746 stun ),
4747 stun );
4748 }
4749 for( size_t i = 1; i < traj.size(); i++ ) {
4750 if( m.impassable( traj[i] ) ||
4751 m.obstructed_by_vehicle_rotation( tp, traj[i] ) ) { // oops, we hit a wall!
4752 u.setpos( traj[i - 1] );
4753 force_remaining = traj.size() - i;
4754 if( stun != 0 ) {
4755 if( u.has_effect( effect_stunned ) ) {
4756 add_msg( m_bad, vgettext( "You were stunned AGAIN for %d turn!",
4757 "You were stunned AGAIN for %d turns!",
4758 force_remaining ),
4759 force_remaining );
4760 } else {
4761 add_msg( m_bad, vgettext( "You were stunned for %d turn!",
4762 "You were stunned for %d turns!",
4763 force_remaining ),
4764 force_remaining );
4765 }
4766 u.add_effect( effect_stunned, 1_turns * force_remaining );
4767 std::array<bodypart_id, 8> bps = {{
4768 bodypart_id( "head" ),
4769 bodypart_id( "arm_l" ), bodypart_id( "arm_r" ),
4770 bodypart_id( "hand_l" ), bodypart_id( "hand_r" ),
4771 bodypart_id( "torso" ),
4772 bodypart_id( "leg_l" ), bodypart_id( "leg_r" )
4773 }
4774 };
4775 for( const bodypart_id &bp : bps ) {
4776 if( one_in( 2 ) ) {
4777 u.deal_damage( nullptr, bp, damage_instance( DT_BASH, force_remaining * dam_mult ) );
4778 }
4779 }
4781 }
4782 m.bash( traj[i], 2 * dam_mult * force_remaining );
4783 break;
4784 } else if( critter_at( traj[i] ) ) {
4785 u.setpos( traj[i - 1] );
4786 force_remaining = traj.size() - i;
4787 if( stun != 0 ) {
4788 if( u.has_effect( effect_stunned ) ) {
4789 add_msg( m_bad, vgettext( "You were stunned AGAIN for %d turn!",
4790 "You were stunned AGAIN for %d turns!",
4791 force_remaining ),
4792 force_remaining );
4793 } else {
4794 add_msg( m_bad, vgettext( "You were stunned for %d turn!",
4795 "You were stunned for %d turns!",
4796 force_remaining ),
4797 force_remaining );
4798 }
4799 u.add_effect( effect_stunned, 1_turns * force_remaining );
4800 }
4801 traj.erase( traj.begin(), traj.begin() + i );
4802 if( critter_at<monster>( traj.front() ) ) {
4803 add_msg( _( "You collided with something and sent it flying!" ) );
4804 } else if( npc *const guy = critter_at<npc>( traj.front() ) ) {
4805 if( guy->male ) {
4806 add_msg( _( "You collided with someone and sent him flying!" ) );
4807 } else {
4808 add_msg( _( "You collided with someone and sent her flying!" ) );
4809 }
4810 }
4811 knockback( traj, stun, dam_mult );
4812 break;
4813 }
4814 if( m.has_flag( "LIQUID", u.pos() ) && force_remaining == 0 ) {
4815 avatar_action::swim( m, u, u.pos() );
4816 } else {
4817 u.setpos( traj[i] );
4818 }
4819
4820 tp = traj[i];
4821 }
4822 }
4823}
double footwear_factor() const
Returns 1 if the player is wearing something on both feet, .5 if on one, and 0 if on neither.
Definition: character.cpp:8946
dealt_damage_instance deal_damage(Creature *source, bodypart_id bp, const damage_instance &d) override
Calls Creature::deal_damage and handles damaged effects (waking up, etc.)
Definition: character.cpp:8470
void add_effect(const effect &eff, bool force=false, bool deferred=false)
Definition: creature.cpp:980
@ DT_BASH
Definition: damage.h:24
static const trait_id trait_LEG_TENT_BRACE("LEG_TENT_BRACE")
static const efftype_id effect_stunned("stunned")
@ MF_AQUATIC
Definition: mtype.h:89
void swim(map &m, avatar &you, const tripoint &p)
Handles swimming by the player.
const char * vgettext(const char *msgid, const char *msgid_plural, size_t n)

References _, Creature::add_effect(), add_msg(), map::bash(), Creature::check_dead_state(), critter_at(), Character::deal_damage(), debugmsg, DT_BASH, effect_stunned, Character::footwear_factor(), Creature::has_effect(), map::has_flag(), Character::has_trait(), map::impassable(), knockback(), m, m_bad, MF_AQUATIC, map::obstructed_by_vehicle_rotation(), one_in(), Character::pos(), Character::posx(), Character::posy(), Character::sees(), Character::setpos(), avatar_action::swim(), trait_LEG_TENT_BRACE, u, vgettext(), tripoint::x, tripoint::y, and tripoint::z.

◆ light_level()

unsigned char game::light_level ( int  zlev) const

Returns coarse number-of-squares of visibility at the current light level.

Used by monster and NPC AI.

Definition at line 3930 of file game.cpp.

3931{
3932 const float light = natural_light_level( zlev );
3933 return LIGHT_RANGE( light );
3934}
float natural_light_level(int zlev) const
Definition: game.cpp:3870
#define LIGHT_RANGE(b)
Definition: lightmap.h:41

References light, LIGHT_RANGE, and natural_light_level().

Referenced by calc_driving_offset(), and update_overmap_seen().

◆ list_active_characters()

std::vector< std::string > game::list_active_characters ( )

Returns a list of currently active character saves.

Definition at line 3137 of file game.cpp.

3138{
3139 std::vector<std::string> saves;
3140 for( auto &worldsave : world_generator->active_world->world_saves ) {
3141 saves.push_back( worldsave.player_name() );
3142 }
3143 return saves;
3144}

References world_generator.

Referenced by cleanup_at_end().

◆ list_items()

game::vmenu_ret game::list_items ( const std::vector< map_item_stack > &  item_list)
private

Definition at line 7550 of file game.cpp.

7551{
7552 std::vector<map_item_stack> ground_items = item_list;
7553 int iInfoHeight = 0;
7554 int iMaxRows = 0;
7555 int width = 0;
7556 int max_name_width = 0;
7557
7558 //find max length of item name and resize window width
7559 for( const map_item_stack &cur_item : ground_items ) {
7560 const int item_len = utf8_width( remove_color_tags( cur_item.example->display_name() ) ) + 15;
7561 if( item_len > max_name_width ) {
7562 max_name_width = item_len;
7563 }
7564 }
7565
7566 tripoint active_pos;
7567 map_item_stack *activeItem = nullptr;
7568
7569 catacurses::window w_items;
7570 catacurses::window w_items_border;
7571 catacurses::window w_item_info;
7572
7573 ui_adaptor ui;
7574 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
7575 iInfoHeight = std::min( 25, TERMY / 2 );
7576 iMaxRows = TERMY - iInfoHeight - 2;
7577
7578 width = clamp( max_name_width, 45, TERMX / 3 );
7579
7580 const int offsetX = TERMX - width;
7581
7582 w_items = catacurses::newwin( TERMY - 2 - iInfoHeight,
7583 width - 2, point( offsetX + 1, 1 ) );
7584 w_items_border = catacurses::newwin( TERMY - iInfoHeight,
7585 width, point( offsetX, 0 ) );
7586 w_item_info = catacurses::newwin( iInfoHeight, width,
7587 point( offsetX, TERMY - iInfoHeight ) );
7588
7589 if( activeItem ) {
7590 centerlistview( active_pos, width );
7591 }
7592
7593 ui.position( point( offsetX, 0 ), point( width, TERMY ) );
7594 } );
7595 ui.mark_resize();
7596
7597 // use previously selected sorting method
7598 bool sort_radius = uistate.list_item_sort != 2;
7599 bool addcategory = !sort_radius;
7600
7601 // reload filter/priority settings on the first invocation, if they were active
7602 if( !uistate.list_item_init ) {
7605 }
7608 }
7611 }
7612 uistate.list_item_init = true;
7613 }
7614
7615 //this stores only those items that match our filter
7616 std::vector<map_item_stack> filtered_items =
7617 !sFilter.empty() ? filter_item_stacks( ground_items, sFilter ) : ground_items;
7618 int highPEnd = list_filter_high_priority( filtered_items, list_item_upvote );
7619 int lowPStart = list_filter_low_priority( filtered_items, highPEnd, list_item_downvote );
7620 int iItemNum = ground_items.size();
7621
7622 const tripoint stored_view_offset = u.view_offset;
7623
7625
7626 int iActive = 0; // Item index that we're looking at
7627 bool refilter = true;
7628 int page_num = 0;
7629 int iCatSortNum = 0;
7630 int iScrollPos = 0;
7631 std::map<int, std::string> mSortCategory;
7632
7633 std::string action;
7634 input_context ctxt( "LIST_ITEMS" );
7635 ctxt.register_action( "UP", to_translation( "Move cursor up" ) );
7636 ctxt.register_action( "DOWN", to_translation( "Move cursor down" ) );
7637 ctxt.register_action( "LEFT", to_translation( "Previous item" ) );
7638 ctxt.register_action( "RIGHT", to_translation( "Next item" ) );
7639 ctxt.register_action( "PAGE_DOWN" );
7640 ctxt.register_action( "PAGE_UP" );
7641 ctxt.register_action( "NEXT_TAB" );
7642 ctxt.register_action( "PREV_TAB" );
7643 ctxt.register_action( "HELP_KEYBINDINGS" );
7644 ctxt.register_action( "QUIT" );
7645 ctxt.register_action( "FILTER" );
7646 ctxt.register_action( "RESET_FILTER" );
7647 ctxt.register_action( "EXAMINE" );
7648 ctxt.register_action( "COMPARE" );
7649 ctxt.register_action( "PRIORITY_INCREASE" );
7650 ctxt.register_action( "PRIORITY_DECREASE" );
7651 ctxt.register_action( "SORT" );
7652 ctxt.register_action( "TRAVEL_TO" );
7653
7655
7656 ui.on_redraw( [&]( const ui_adaptor & ) {
7657 reset_item_list_state( w_items_border, iInfoHeight, sort_radius );
7658
7659 if( ground_items.empty() ) {
7660 wnoutrefresh( w_items_border );
7661 mvwprintz( w_items, point( 2, 10 ), c_white, _( "You don't see any items around you!" ) );
7662 } else {
7663 int iStartPos = 0;
7664 werase( w_items );
7665 calcStartPos( iStartPos, iActive, iMaxRows, iItemNum );
7666 int iNum = 0;
7667 bool high = false;
7668 bool low = false;
7669 int index = 0;
7670 int iCatSortOffset = 0;
7671
7672 for( int i = 0; i < iStartPos; i++ ) {
7673 if( !mSortCategory[i].empty() ) {
7674 iNum++;
7675 }
7676 }
7677 for( auto iter = filtered_items.begin(); iter != filtered_items.end(); ++index ) {
7678 if( highPEnd > 0 && index < highPEnd + iCatSortOffset ) {
7679 high = true;
7680 low = false;
7681 } else if( index >= lowPStart + iCatSortOffset ) {
7682 high = false;
7683 low = true;
7684 } else {
7685 high = false;
7686 low = false;
7687 }
7688
7689 if( iNum >= iStartPos && iNum < iStartPos + ( iMaxRows > iItemNum ? iItemNum : iMaxRows ) ) {
7690 int iThisPage = 0;
7691 if( !mSortCategory[iNum].empty() ) {
7692 iCatSortOffset++;
7693 mvwprintz( w_items, point( 1, iNum - iStartPos ), c_magenta, mSortCategory[iNum] );
7694 } else {
7695 if( iNum == iActive ) {
7696 iThisPage = page_num;
7697 }
7698 std::string sText;
7699 if( iter->vIG.size() > 1 ) {
7700 sText += string_format( "[%d/%d] (%d) ", iThisPage + 1, iter->vIG.size(), iter->totalcount );
7701 }
7702 sText += iter->example->tname();
7703 if( iter->vIG[iThisPage].count > 1 ) {
7704 sText += string_format( "[%d]", iter->vIG[iThisPage].count );
7705 }
7706
7707 nc_color col = c_light_green;
7708 if( iNum != iActive ) {
7709 if( high ) {
7710 col = c_yellow;
7711 } else if( low ) {
7712 col = c_red;
7713 } else {
7714 col = iter->example->color_in_inventory();
7715 }
7716 }
7717 trim_and_print( w_items, point( 1, iNum - iStartPos ), width - 9, col, sText );
7718 const int numw = iItemNum > 9 ? 2 : 1;
7719 const int x = iter->vIG[iThisPage].pos.x;
7720 const int y = iter->vIG[iThisPage].pos.y;
7721 mvwprintz( w_items, point( width - 6 - numw, iNum - iStartPos ),
7722 iNum == iActive ? c_light_green : c_light_gray,
7723 "%*d %s", numw, rl_dist( point_zero, point( x, y ) ),
7725 ++iter;
7726 }
7727 } else {
7728 ++iter;
7729 }
7730 iNum++;
7731 }
7732 iNum = 0;
7733 for( int i = 0; i < iActive; i++ ) {
7734 if( !mSortCategory[i].empty() ) {
7735 iNum++;
7736 }
7737 }
7738 mvwprintz( w_items_border, point( ( width - 9 ) / 2 + ( iItemNum > 9 ? 0 : 1 ), 0 ),
7739 c_light_green, " %*d", iItemNum > 9 ? 2 : 1, iItemNum > 0 ? iActive - iNum + 1 : 0 );
7740 wprintz( w_items_border, c_white, " / %*d ", iItemNum > 9 ? 2 : 1, iItemNum - iCatSortNum );
7741 werase( w_item_info );
7742
7743 if( iItemNum > 0 && activeItem ) {
7744 std::vector<iteminfo> vThisItem;
7745 std::vector<iteminfo> vDummy;
7746 activeItem->example->info( true, vThisItem );
7747
7748 item_info_data dummy( "", "", vThisItem, vDummy, iScrollPos );
7749 dummy.without_getch = true;
7750 dummy.without_border = true;
7751
7752 draw_item_info( w_item_info, dummy );
7753 }
7754 draw_scrollbar( w_items_border, iActive, iMaxRows, iItemNum, point_south );
7755 wnoutrefresh( w_items_border );
7756 }
7757
7758 const bool bDrawLeft = ground_items.empty() || filtered_items.empty() || !activeItem || filter_type;
7759 draw_custom_border( w_item_info, bDrawLeft, true, true, true, LINE_XXXO, LINE_XOXX, true, true );
7760
7761 if( iItemNum > 0 && activeItem ) {
7762 // print info window title: < item name >
7763 mvwprintw( w_item_info, point( 2, 0 ), "< " );
7764 trim_and_print( w_item_info, point( 4, 0 ), width - 8, activeItem->example->color_in_inventory(),
7765 activeItem->example->display_name() );
7766 wprintw( w_item_info, " >" );
7767 }
7768
7769 wnoutrefresh( w_items );
7770 wnoutrefresh( w_item_info );
7771
7772 if( filter_type ) {
7773 draw_item_filter_rules( w_item_info, 0, iInfoHeight - 1, filter_type.value() );
7774 }
7775 } );
7776
7777 cata::optional<tripoint> trail_start;
7778 cata::optional<tripoint> trail_end;
7779 bool trail_end_x = false;
7780 shared_ptr_fast<draw_callback_t> trail_cb = create_trail_callback( trail_start, trail_end,
7781 trail_end_x );
7782 add_draw_callback( trail_cb );
7783
7784 do {
7785 if( action == "COMPARE" && activeItem ) {
7786 game_menus::inv::compare( u, active_pos );
7787 } else if( action == "FILTER" ) {
7788 filter_type = item_filter_type::FILTER;
7789 ui.invalidate_ui();
7791 .title( _( "Filter:" ) )
7792 .width( 55 )
7793 .description( _( "UP: history, CTRL-U: clear line, ESC: abort, ENTER: save" ) )
7794 .identifier( "item_filter" )
7795 .max_length( 256 )
7796 .edit( sFilter );
7797 refilter = true;
7798 addcategory = !sort_radius;
7800 filter_type = cata::nullopt;
7801 } else if( action == "RESET_FILTER" ) {
7802 sFilter.clear();
7803 filtered_items = ground_items;
7804 refilter = true;
7806 addcategory = !sort_radius;
7807 } else if( action == "EXAMINE" && !filtered_items.empty() && activeItem ) {
7808 std::vector<iteminfo> vThisItem;
7809 std::vector<iteminfo> vDummy;
7810 activeItem->example->info( true, vThisItem );
7811
7812 item_info_data info_data( activeItem->example->tname(), activeItem->example->type_name(), vThisItem,
7813 vDummy );
7814 info_data.handle_scrolling = true;
7815
7817 return catacurses::newwin( TERMY, width - 5, point_zero );
7818 }, info_data );
7819 } else if( action == "PRIORITY_INCREASE" ) {
7820 filter_type = item_filter_type::HIGH_PRIORITY;
7821 ui.invalidate_ui();
7823 .title( _( "High Priority:" ) )
7824 .width( 55 )
7826 .description( _( "UP: history, CTRL-U clear line, ESC: abort, ENTER: save" ) )
7827 .identifier( "list_item_priority" )
7828 .max_length( 256 )
7829 .query_string();
7830 refilter = true;
7831 addcategory = !sort_radius;
7833 filter_type = cata::nullopt;
7834 } else if( action == "PRIORITY_DECREASE" ) {
7835 filter_type = item_filter_type::LOW_PRIORITY;
7836 ui.invalidate_ui();
7838 .title( _( "Low Priority:" ) )
7839 .width( 55 )
7841 .description( _( "UP: history, CTRL-U clear line, ESC: abort, ENTER: save" ) )
7842 .identifier( "list_item_downvote" )
7843 .max_length( 256 )
7844 .query_string();
7845 refilter = true;
7846 addcategory = !sort_radius;
7848 filter_type = cata::nullopt;
7849 } else if( action == "SORT" ) {
7850 if( sort_radius ) {
7851 sort_radius = false;
7852 addcategory = true;
7853 uistate.list_item_sort = 2; // list is sorted by category
7854 } else {
7855 sort_radius = true;
7856 uistate.list_item_sort = 1; // list is sorted by distance
7857 }
7858 highPEnd = -1;
7859 lowPStart = -1;
7860 iCatSortNum = 0;
7861
7862 mSortCategory.clear();
7863 refilter = true;
7864 } else if( action == "TRAVEL_TO" && activeItem ) {
7865 if( !u.sees( u.pos() + active_pos ) ) {
7866 add_msg( _( "You can't see that destination." ) );
7867 }
7868 auto route = m.route( u.pos(), u.pos() + active_pos, u.get_pathfinding_settings(),
7869 u.get_path_avoid() );
7870 if( route.size() > 1 ) {
7871 route.pop_back();
7872 u.set_destination( route );
7873 break;
7874 } else {
7875 add_msg( m_info, _( "You can't travel there." ) );
7876 }
7877 }
7878 if( uistate.list_item_sort == 1 ) {
7879 ground_items = item_list;
7880 } else if( uistate.list_item_sort == 2 ) {
7881 std::sort( ground_items.begin(), ground_items.end(), map_item_stack::map_item_stack_sort );
7882 }
7883
7884 if( refilter ) {
7885 refilter = false;
7886 filtered_items = filter_item_stacks( ground_items, sFilter );
7887 highPEnd = list_filter_high_priority( filtered_items, list_item_upvote );
7888 lowPStart = list_filter_low_priority( filtered_items, highPEnd, list_item_downvote );
7889 iActive = 0;
7890 page_num = 0;
7891 iItemNum = filtered_items.size();
7892 }
7893
7894 if( addcategory ) {
7895 addcategory = false;
7896 iCatSortNum = 0;
7897 mSortCategory.clear();
7898 if( highPEnd > 0 ) {
7899 mSortCategory[0] = _( "HIGH PRIORITY" );
7900 iCatSortNum++;
7901 }
7902 std::string last_cat_name;
7903 for( int i = std::max( 0, highPEnd );
7904 i < std::min( lowPStart, static_cast<int>( filtered_items.size() ) ); i++ ) {
7905 const std::string &cat_name = filtered_items[i].example->get_category().name();
7906 if( cat_name != last_cat_name ) {
7907 mSortCategory[i + iCatSortNum++] = cat_name;
7908 last_cat_name = cat_name;
7909 }
7910 }
7911 if( lowPStart < static_cast<int>( filtered_items.size() ) ) {
7912 mSortCategory[lowPStart + iCatSortNum++] = _( "LOW PRIORITY" );
7913 }
7914 if( !mSortCategory[0].empty() ) {
7915 iActive++;
7916 }
7917 iItemNum = static_cast<int>( filtered_items.size() ) + iCatSortNum;
7918 }
7919
7920 if( action == "UP" ) {
7921 do {
7922 iActive--;
7923
7924 } while( !mSortCategory[iActive].empty() );
7925 iScrollPos = 0;
7926 page_num = 0;
7927 if( iActive < 0 ) {
7928 iActive = iItemNum - 1;
7929 }
7930 } else if( action == "DOWN" ) {
7931 do {
7932 iActive++;
7933
7934 } while( !mSortCategory[iActive].empty() );
7935 iScrollPos = 0;
7936 page_num = 0;
7937 if( iActive >= iItemNum ) {
7938 iActive = mSortCategory[0].empty() ? 0 : 1;
7939 }
7940 } else if( action == "RIGHT" ) {
7941 if( !filtered_items.empty() && activeItem ) {
7942 if( ++page_num >= static_cast<int>( activeItem->vIG.size() ) ) {
7943 page_num = activeItem->vIG.size() - 1;
7944 }
7945 }
7946 } else if( action == "LEFT" ) {
7947 page_num = std::max( 0, page_num - 1 );
7948 } else if( action == "PAGE_UP" ) {
7949 iScrollPos--;
7950 } else if( action == "PAGE_DOWN" ) {
7951 iScrollPos++;
7952 } else if( action == "NEXT_TAB" || action == "PREV_TAB" ) {
7953 u.view_offset = stored_view_offset;
7955 }
7956
7957 active_pos = tripoint_zero;
7958 activeItem = nullptr;
7959
7960 if( mSortCategory[iActive].empty() ) {
7961 auto iter = filtered_items.begin();
7962 for( int iNum = 0; iter != filtered_items.end() && iNum < iActive; iNum++ ) {
7963 if( mSortCategory[iNum].empty() ) {
7964 ++iter;
7965 }
7966 }
7967 if( iter != filtered_items.end() ) {
7968 active_pos = iter->vIG[page_num].pos;
7969 activeItem = &( *iter );
7970 }
7971 }
7972
7973 if( activeItem ) {
7974 centerlistview( active_pos, width );
7975 trail_start = u.pos();
7976 trail_end = u.pos() + active_pos;
7977 // Actually accessed from the terrain overlay callback `trail_cb` in the
7978 // call to `ui_manager::redraw`.
7979 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
7980 trail_end_x = true;
7981 } else {
7982 u.view_offset = stored_view_offset;
7983 trail_start = trail_end = cata::nullopt;
7984 }
7986
7988
7989 action = ctxt.handle_input();
7990 } while( action != "QUIT" );
7991
7992 u.view_offset = stored_view_offset;
7993 return game::vmenu_ret::QUIT;
7994}
constexpr T clamp(const T &val, const T &min, const T &max)
Clamp first argument so that it is no lower than second and no higher than third.
Definition: cata_utility.h:145
std::string list_item_upvote
Definition: game.h:1079
std::string list_item_downvote
Definition: game.h:1080
std::string sFilter
Definition: game.h:1078
void reset_item_list_state(const catacurses::window &window, int height, bool bRadiusSort)
Definition: game.cpp:7437
nc_color color_in_inventory() const
Returns the color of the item depending on usefulness for the player character, e....
Definition: item.cpp:4015
static bool map_item_stack_sort(const map_item_stack &lhs, const map_item_stack &rhs)
std::vector< item_group > vIG
const item * example
string_input_popup & identifier(const std::string &value)
An identifier to be used to store / get the input history.
string_input_popup & text(const std::string &value)
Set / get the text that can be modified by the user.
void edit(std::string &value)
Edit values in place.
string_input_popup & width(int value)
Width (in console cells) of the input field itself.
string_input_popup & description(const std::string &value)
Additional help text, shown below the input box.
string_input_popup & title(const std::string &value)
The title: short string before the actual input field.
std::string list_item_priority
Definition: uistate.h:120
int list_item_sort
Definition: uistate.h:117
bool list_item_downvote_active
Definition: uistate.h:123
bool list_item_init
Definition: uistate.h:125
bool list_item_filter_active
Definition: uistate.h:122
std::string list_item_filter
Definition: uistate.h:118
bool list_item_priority_active
Definition: uistate.h:124
std::string list_item_downvote
Definition: uistate.h:119
direction direction_from(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:540
static shared_ptr_fast< game::draw_callback_t > create_trail_callback(const cata::optional< tripoint > &trail_start, const cata::optional< tripoint > &trail_end, const bool &trail_end_x)
Definition: game.cpp:3450
uistatedata uistate
Definition: game.cpp:273
static void centerlistview(const tripoint &active_item_position, int ui_width)
Definition: game.cpp:7282
std::string direction_name_short(const direction dir)
Definition: line.cpp:533
int list_filter_high_priority(std::vector< map_item_stack > &stack, const std::string &priorities)
std::vector< map_item_stack > filter_item_stacks(const std::vector< map_item_stack > &stack, const std::string &filter)
int list_filter_low_priority(std::vector< map_item_stack > &stack, const int start, const std::string &priorities)
void mvwprintw(const window &win, const point &p, const std::string &text)
void wprintw(const window &win, const std::string &text)
void calcStartPos(int &iStartPos, const int iCurrentLine, const int iContentHeight, const int iNumEntries)
Definition: output.cpp:1507
void draw_item_filter_rules(const catacurses::window &win, int starty, int height, item_filter_type type)
Write some tips (such as precede items with - to exclude them) onto the window.
Definition: output.cpp:810
void draw_scrollbar(const catacurses::window &window, const int iCurrentLine, const int iContentHeight, const int iNumLines, const point &offset, nc_color bar_color, const bool bDoNotScrollToEnd)
Draw a scrollbar (Legacy function, use class scrollbar instead!)
Definition: output.cpp:1314
std::string remove_color_tags(const std::string &s)
Removes the color tags from the input string.
Definition: output.cpp:145
void draw_custom_border(const catacurses::window &w, const catacurses::chtype ls, const catacurses::chtype rs, const catacurses::chtype ts, const catacurses::chtype bs, const catacurses::chtype tl, const catacurses::chtype tr, const catacurses::chtype bl, const catacurses::chtype br, const nc_color FG, const point &pos, int height, int width)
Definition: output.cpp:524
void trim_and_print(const catacurses::window &w, const point &begin, const int width, const nc_color &base_color, const std::string &text, const report_color_error color_error)
Prints a single line of text.
Definition: output.cpp:214
#define LINE_XOXX
Definition: output.h:47
#define LINE_XXXO
Definition: output.h:45

References _, action, add_draw_callback(), add_msg(), c_light_gray, c_light_green, c_magenta, c_red, c_white, c_yellow, calcStartPos(), centerlistview(), CHANGE_TAB, clamp(), item::color_in_inventory(), game_menus::inv::compare(), create_trail_callback(), string_input_popup::description(), direction_from(), direction_name_short(), item::display_name(), draw_custom_border(), draw_item_filter_rules(), draw_item_info(), draw_scrollbar(), string_input_popup::edit(), map_item_stack::example, FILTER, filter_item_stacks(), Character::get_path_avoid(), Character::get_pathfinding_settings(), input_context::handle_input(), item_info_data::handle_scrolling, high, HIGH_PRIORITY, string_input_popup::identifier(), item::info(), invalidate_main_ui_adaptor(), LINE_XOXX, LINE_XXXO, list_filter_high_priority(), list_filter_low_priority(), list_item_downvote, uistatedata::list_item_downvote, uistatedata::list_item_downvote_active, uistatedata::list_item_filter, uistatedata::list_item_filter_active, uistatedata::list_item_init, uistatedata::list_item_priority, uistatedata::list_item_priority_active, uistatedata::list_item_sort, list_item_upvote, LOW_PRIORITY, m, m_info, map_item_stack::map_item_stack_sort(), string_input_popup::max_length(), catacurses::mvwprintw(), mvwprintz(), catacurses::newwin(), cata::nullopt, point_south, point_zero, Character::pos(), string_input_popup::query_string(), QUIT, ui_manager::redraw(), input_context::register_action(), remove_color_tags(), reset_item_list_state(), rl_dist(), map::route(), Character::sees(), Character::set_destination(), sFilter, string_format(), TERMX, TERMY, string_input_popup::text(), string_input_popup::title(), item::tname(), to_translation(), trim_and_print(), tripoint_zero, item::type_name(), u, uistate, utf8_width(), cata::optional< T >::value(), player::view_offset, map_item_stack::vIG, catacurses::werase(), string_input_popup::width(), item_info_data::without_border, item_info_data::without_getch, catacurses::wnoutrefresh(), catacurses::wprintw(), and wprintz().

Referenced by list_items_monsters().

◆ list_items_monsters()

void game::list_items_monsters ( )
private

Definition at line 7505 of file game.cpp.

7506{
7507 std::vector<Creature *> mons = u.get_visible_creatures( current_daylight_level( calendar::turn ) );
7508 // whole reality bubble
7509 const std::vector<map_item_stack> items = find_nearby_items( 60 );
7510
7511 if( mons.empty() && items.empty() ) {
7512 add_msg( m_info, _( "You don't see any items or monsters around you!" ) );
7513 return;
7514 }
7515
7516 std::sort( mons.begin(), mons.end(), [&]( const Creature * lhs, const Creature * rhs ) {
7517 const auto att_lhs = lhs->attitude_to( u );
7518 const auto att_rhs = rhs->attitude_to( u );
7519
7520 return att_lhs < att_rhs || ( att_lhs == att_rhs
7521 && rl_dist( u.pos(), lhs->pos() ) < rl_dist( u.pos(), rhs->pos() ) );
7522 } );
7523
7524 // If the current list is empty, switch to the non-empty list
7526 if( items.empty() ) {
7527 uistate.vmenu_show_items = false;
7528 }
7529 } else if( mons.empty() ) {
7531 }
7532
7535 while( true ) {
7536 ret = uistate.vmenu_show_items ? list_items( items ) : list_monsters( mons );
7539 } else {
7540 break;
7541 }
7542 }
7543
7544 if( ret == game::vmenu_ret::FIRE ) {
7546 }
7548}
double current_daylight_level(const time_point &p)
Returns the current seasonally-adjusted maximum daylight level.
Definition: calendar.cpp:171
game::vmenu_ret list_monsters(const std::vector< Creature * > &monster_list)
Definition: game.cpp:7996
game::vmenu_ret list_items(const std::vector< map_item_stack > &item_list)
Definition: game.cpp:7550
vmenu_ret
Definition: game.h:805
std::vector< map_item_stack > find_nearby_items(int iRadius)
Definition: game.cpp:7211
void temp_exit_fullscreen()
Definition: game.cpp:539
void reenter_fullscreen()
Definition: game.cpp:549
bool vmenu_show_items
Definition: uistate.h:121

References _, add_msg(), CHANGE_TAB, current_daylight_level(), find_nearby_items(), FIRE, avatar_action::fire_wielded_weapon(), Character::get_visible_creatures(), list_items(), list_monsters(), m_info, reenter_fullscreen(), cata::hash64_detail::ret, temp_exit_fullscreen(), calendar::turn, u, uistate, and uistatedata::vmenu_show_items.

Referenced by handle_action(), and look_around().

◆ list_missions()

void game::list_missions ( )

Definition at line 22 of file mission_ui.cpp.

23{
24 catacurses::window w_missions;
25
26 enum class tab_mode : int {
27 TAB_ACTIVE = 0,
28 TAB_COMPLETED,
29 TAB_FAILED,
30 NUM_TABS,
31 FIRST_TAB = 0,
32 LAST_TAB = NUM_TABS - 1
33 };
34 tab_mode tab = tab_mode::FIRST_TAB;
35 size_t selection = 0;
36 int entries_per_page = 0;
37 input_context ctxt( "MISSIONS" );
38 ctxt.register_cardinal();
39 ctxt.register_action( "CONFIRM" );
40 ctxt.register_action( "QUIT" );
41 ctxt.register_action( "HELP_KEYBINDINGS" );
42
44 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
46
47 // content ranges from y=3 to FULL_SCREEN_HEIGHT - 2
48 entries_per_page = FULL_SCREEN_HEIGHT - 4;
49
50 ui.position_from_window( w_missions );
51 } );
52 ui.mark_resize();
53
54 std::vector<mission *> umissions;
55
56 ui.on_redraw( [&]( const ui_adaptor & ) {
57 werase( w_missions );
58 // entries_per_page * page number
59 const int top_of_page = entries_per_page * ( selection / entries_per_page );
60 const int bottom_of_page =
61 std::min( top_of_page + entries_per_page - 1, static_cast<int>( umissions.size() ) - 1 );
62
63 for( int i = 3; i < FULL_SCREEN_HEIGHT - 1; i++ ) {
64 mvwputch( w_missions, point( 30, i ), BORDER_COLOR, LINE_XOXO );
65 }
66
67 const std::vector<std::pair<tab_mode, std::string>> tabs = {
68 { tab_mode::TAB_ACTIVE, _( "ACTIVE MISSIONS" ) },
69 { tab_mode::TAB_COMPLETED, _( "COMPLETED MISSIONS" ) },
70 { tab_mode::TAB_FAILED, _( "FAILED MISSIONS" ) },
71 };
72 draw_tabs( w_missions, tabs, tab );
73 draw_border_below_tabs( w_missions );
74
75 mvwputch( w_missions, point( 30, 2 ), BORDER_COLOR,
76 tab == tab_mode::TAB_COMPLETED ? ' ' : LINE_OXXX ); // ^|^
77 mvwputch( w_missions, point( 30, FULL_SCREEN_HEIGHT - 1 ), BORDER_COLOR, LINE_XXOX ); // _|_
78
79 draw_scrollbar( w_missions, selection, entries_per_page, umissions.size(), point( 0, 3 ) );
80
81 for( int i = top_of_page; i <= bottom_of_page; i++ ) {
82 const auto miss = umissions[i];
83 const nc_color col = u.get_active_mission() == miss ? c_light_green : c_white;
84 const int y = i - top_of_page + 3;
85 trim_and_print( w_missions, point( 1, y ), 28,
86 static_cast<int>( selection ) == i ? hilite( col ) : col,
87 miss->name() );
88 }
89
90 if( selection < umissions.size() ) {
91 const auto miss = umissions[selection];
92 const nc_color col = u.get_active_mission() == miss ? c_light_green : c_white;
93 std::string for_npc;
94 if( miss->get_npc_id().is_valid() ) {
95 npc *guy = g->find_npc( miss->get_npc_id() );
96 if( guy ) {
97 for_npc = string_format( _( " for %s" ), guy->disp_name() );
98 }
99 }
100
101 int y = 3;
102 y += fold_and_print( w_missions, point( 31, y ), getmaxx( w_missions ) - 33, col,
103 miss->name() + for_npc );
104
105 auto format_tokenized_description = []( const std::string & description,
106 const std::vector<std::pair<int, itype_id>> &rewards ) {
107 std::string formatted_description = description;
108 for( const auto &reward : rewards ) {
109 std::string token = "<reward_count:" + reward.second.str() + ">";
110 formatted_description = replace_all( formatted_description, token,
111 string_format( "%d", reward.first ) );
112 }
113 return formatted_description;
114 };
115
116 y++;
117 if( !miss->get_description().empty() ) {
118 y += fold_and_print( w_missions, point( 31, y ), getmaxx( w_missions ) - 33, c_white,
119 format_tokenized_description( miss->get_description(), miss->get_likely_rewards() ) );
120 }
121 if( miss->has_deadline() ) {
122 const time_point deadline = miss->get_deadline();
123 mvwprintz( w_missions, point( 31, ++y ), c_white, _( "Deadline: %s" ), to_string( deadline ) );
124
125 if( tab != tab_mode::TAB_COMPLETED ) {
126 // There's no point in displaying this for a completed mission.
127 // @ TODO: But displaying when you completed it would be useful.
128 const time_duration remaining = deadline - calendar::turn;
129 std::string remaining_time;
130
131 if( remaining <= 0_turns ) {
132 remaining_time = _( "None!" );
133 } else if( u.has_watch() ) {
134 remaining_time = to_string( remaining );
135 } else {
136 remaining_time = to_string_approx( remaining );
137 }
138
139 mvwprintz( w_missions, point( 31, ++y ), c_white, _( "Time remaining: %s" ), remaining_time );
140 }
141 }
142 if( miss->has_target() ) {
144 // TODO: target does not contain a z-component, targets are assumed to be on z=0
145 mvwprintz( w_missions, point( 31, ++y ), c_white, _( "Target: %s You: %s" ),
146 miss->get_target().to_string(), pos.to_string() );
147 }
148 } else {
149 static const std::map< tab_mode, std::string > nope = {
150 { tab_mode::TAB_ACTIVE, translate_marker( "You have no active missions!" ) },
151 { tab_mode::TAB_COMPLETED, translate_marker( "You haven't completed any missions!" ) },
152 { tab_mode::TAB_FAILED, translate_marker( "You haven't failed any missions!" ) }
153 };
154 mvwprintz( w_missions, point( 31, 4 ), c_light_red, _( nope.at( tab ) ) );
155 }
156
157 wnoutrefresh( w_missions );
158 } );
159
160 while( true ) {
161 umissions.clear();
162 if( tab < tab_mode::FIRST_TAB || tab >= tab_mode::NUM_TABS ) {
163 debugmsg( "The sanity check failed because tab=%d", static_cast<int>( tab ) );
164 tab = tab_mode::FIRST_TAB;
165 }
166 switch( tab ) {
168 umissions = u.get_active_missions();
169 break;
170 case tab_mode::TAB_COMPLETED:
171 umissions = u.get_completed_missions();
172 break;
173 case tab_mode::TAB_FAILED:
174 umissions = u.get_failed_missions();
175 break;
176 default:
177 break;
178 }
179 if( ( !umissions.empty() && selection >= umissions.size() ) ||
180 ( umissions.empty() && selection != 0 ) ) {
181 debugmsg( "Sanity check failed: selection=%d, size=%d", static_cast<int>( selection ),
182 static_cast<int>( umissions.size() ) );
183 selection = 0;
184 }
186 const std::string action = ctxt.handle_input();
187 if( action == "RIGHT" ) {
188 tab = static_cast<tab_mode>( static_cast<int>( tab ) + 1 );
189 if( tab >= tab_mode::NUM_TABS ) {
190 tab = tab_mode::FIRST_TAB;
191 }
192 selection = 0;
193 } else if( action == "LEFT" ) {
194 tab = static_cast<tab_mode>( static_cast<int>( tab ) - 1 );
195 if( tab < tab_mode::FIRST_TAB ) {
196 tab = tab_mode::LAST_TAB;
197 }
198 selection = 0;
199 } else if( action == "DOWN" ) {
200 selection++;
201 if( selection >= umissions.size() ) {
202 selection = 0;
203 }
204 } else if( action == "UP" ) {
205 if( selection == 0 ) {
206 selection = umissions.empty() ? 0 : umissions.size() - 1;
207 } else {
208 selection--;
209 }
210 } else if( action == "CONFIRM" ) {
211 if( tab == tab_mode::TAB_ACTIVE && selection < umissions.size() ) {
212 u.set_active_mission( *umissions[selection] );
213 }
214 break;
215 } else if( action == "QUIT" ) {
216 break;
217 }
218 }
219}
std::string to_string_approx(const time_duration &dur, const bool verbose)
Returns approximate duration.
Definition: calendar.cpp:361
bool has_watch() const
Returns true if the player or their vehicle has a watch.
Definition: character.cpp:844
void set_active_mission(mission &cur_mission)
Set which mission is active.
Definition: avatar.cpp:206
mission * get_active_mission() const
Returns the mission that is currently active.
Definition: avatar.cpp:185
std::vector< mission * > get_completed_missions() const
Definition: avatar.cpp:175
std::vector< mission * > get_active_missions() const
Definition: avatar.cpp:170
std::vector< mission * > get_failed_missions() const
Definition: avatar.cpp:180
A point in the game time.
Definition: calendar.h:431
nc_color hilite(const nc_color &c)
Definition: color.cpp:509
void draw_tabs(const catacurses::window &w, const std::vector< std::string > &tab_texts, size_t current_tab)
Definition: output.cpp:1274
void draw_border_below_tabs(const catacurses::window &w, nc_color border_color)
Definition: output.cpp:587
int fold_and_print(const catacurses::window &w, const point &begin, int width, const nc_color &base_color, const std::string &text, const char split)
Fold and print text in the given window.
Definition: output.cpp:299
#define LINE_XXOX
Definition: output.h:46
std::string replace_all(std::string input, const std::string &what, const std::string &with)
Replace all occurences of 'what' within 'input' with 'with'.
#define translate_marker(x)
Marks a string literal to be extracted for translation.
Definition: translations.h:30
catacurses::window new_centered_win(int nlines, int ncols)
Definition: ui.cpp:30

References _, action, BORDER_COLOR, c_light_green, c_light_red, c_white, debugmsg, Character::disp_name(), draw_border_below_tabs(), draw_scrollbar(), draw_tabs(), fold_and_print(), FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, g, avatar::get_active_mission(), avatar::get_active_missions(), avatar::get_completed_missions(), avatar::get_failed_missions(), catacurses::getmaxx(), Character::global_omt_location(), input_context::handle_input(), Character::has_watch(), hilite(), LINE_OXXX, LINE_XOXO, LINE_XXOX, mvwprintz(), mvwputch(), new_centered_win(), ui_manager::redraw(), input_context::register_action(), input_context::register_cardinal(), replace_all(), avatar::set_active_mission(), string_format(), anonymous_namespace{bionics_ui.cpp}::TAB_ACTIVE, coords::coord_point< Point, Origin, Scale >::to_string(), to_string(), to_string_approx(), translate_marker, trim_and_print(), calendar::turn, u, catacurses::werase(), and catacurses::wnoutrefresh().

Referenced by handle_action().

◆ list_monsters()

game::vmenu_ret game::list_monsters ( const std::vector< Creature * > &  monster_list)
private

Definition at line 7996 of file game.cpp.

7997{
7998 const int iInfoHeight = 15;
7999 const int width = 45;
8000 int offsetX = 0;
8001 int iMaxRows = 0;
8002
8003 catacurses::window w_monsters;
8004 catacurses::window w_monsters_border;
8005 catacurses::window w_monster_info;
8006 catacurses::window w_monster_info_border;
8007
8008 Creature *cCurMon = nullptr;
8009 tripoint iActivePos;
8010
8011 bool hide_ui = false;
8012
8013 ui_adaptor ui;
8014 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
8015 if( hide_ui ) {
8016 ui.position( point_zero, point_zero );
8017 } else {
8018 offsetX = TERMX - width;
8019 iMaxRows = TERMY - iInfoHeight - 1;
8020
8021 w_monsters = catacurses::newwin( iMaxRows, width - 2, point( offsetX + 1,
8022 1 ) );
8023 w_monsters_border = catacurses::newwin( iMaxRows + 1, width, point( offsetX,
8024 0 ) );
8025 w_monster_info = catacurses::newwin( iInfoHeight - 2, width - 2,
8026 point( offsetX + 1, TERMY - iInfoHeight + 1 ) );
8027 w_monster_info_border = catacurses::newwin( iInfoHeight, width, point( offsetX,
8028 TERMY - iInfoHeight ) );
8029
8030 if( cCurMon ) {
8031 centerlistview( iActivePos, width );
8032 }
8033
8034 ui.position( point( offsetX, 0 ), point( width, TERMY ) );
8035 }
8036 } );
8037 ui.mark_resize();
8038
8039 const int max_gun_range = u.weapon.gun_range( &u );
8040
8041 const tripoint stored_view_offset = u.view_offset;
8043
8044 int iActive = 0; // monster index that we're looking at
8045
8046 std::string action;
8047 input_context ctxt( "LIST_MONSTERS" );
8048 ctxt.register_action( "UP", to_translation( "Move cursor up" ) );
8049 ctxt.register_action( "DOWN", to_translation( "Move cursor down" ) );
8050 ctxt.register_action( "NEXT_TAB" );
8051 ctxt.register_action( "PREV_TAB" );
8052 ctxt.register_action( "SAFEMODE_BLACKLIST_ADD" );
8053 ctxt.register_action( "SAFEMODE_BLACKLIST_REMOVE" );
8054 ctxt.register_action( "QUIT" );
8055 if( bVMonsterLookFire ) {
8056 ctxt.register_action( "look" );
8057 ctxt.register_action( "fire" );
8058 }
8059 ctxt.register_action( "HELP_KEYBINDINGS" );
8060
8061 // first integer is the row the attitude category string is printed in the menu
8062 std::map<int, Creature::Attitude> mSortCategory;
8063
8064 for( int i = 0, last_attitude = -1; i < static_cast<int>( monster_list.size() ); i++ ) {
8065 const auto attitude = monster_list[i]->attitude_to( u );
8066 if( attitude != last_attitude ) {
8067 mSortCategory[i + mSortCategory.size()] = attitude;
8068 last_attitude = attitude;
8069 }
8070 }
8071
8072 ui.on_redraw( [&]( const ui_adaptor & ) {
8073 if( !hide_ui ) {
8074 draw_custom_border( w_monsters_border, true, true, true, true, true, true, LINE_XOXO, LINE_XOXO );
8075 draw_custom_border( w_monster_info_border, true, true, true, true, LINE_XXXO, LINE_XOXX, true,
8076 true );
8077
8078 mvwprintz( w_monsters_border, point( 2, 0 ), c_light_green, "<Tab> " );
8079 wprintz( w_monsters_border, c_white, _( "Monsters" ) );
8080
8081 if( monster_list.empty() ) {
8082 werase( w_monsters );
8083 mvwprintz( w_monsters, point( 2, iMaxRows / 3 ), c_white,
8084 _( "You don't see any monsters around you!" ) );
8085 } else {
8086 werase( w_monsters );
8087
8088 const int iNumMonster = monster_list.size();
8089 const int iMenuSize = monster_list.size() + mSortCategory.size();
8090
8091 const int numw = iNumMonster > 999 ? 4 :
8092 iNumMonster > 99 ? 3 :
8093 iNumMonster > 9 ? 2 : 1;
8094
8095 // given the currently selected monster iActive. get the selected row
8096 int iSelPos = iActive;
8097 for( auto &ia : mSortCategory ) {
8098 int index = ia.first;
8099 if( index <= iSelPos ) {
8100 ++iSelPos;
8101 } else {
8102 break;
8103 }
8104 }
8105 int iStartPos = 0;
8106 // use selected row get the start row
8107 calcStartPos( iStartPos, iSelPos, iMaxRows - 1, iMenuSize );
8108
8109 // get first visible monster and category
8110 int iCurMon = iStartPos;
8111 auto CatSortIter = mSortCategory.cbegin();
8112 while( CatSortIter != mSortCategory.cend() && CatSortIter->first < iStartPos ) {
8113 ++CatSortIter;
8114 --iCurMon;
8115 }
8116
8117 const auto endY = std::min<int>( iMaxRows - 1, iMenuSize );
8118 for( int y = 0; y < endY; ++y ) {
8119 if( CatSortIter != mSortCategory.cend() ) {
8120 const int iCurPos = iStartPos + y;
8121 const int iCatPos = CatSortIter->first;
8122 if( iCurPos == iCatPos ) {
8123 const std::string cat_name = Creature::get_attitude_ui_data(
8124 CatSortIter->second ).first.translated();
8125 mvwprintz( w_monsters, point( 1, y ), c_magenta, cat_name );
8126 ++CatSortIter;
8127 continue;
8128 }
8129 }
8130 // select current monster
8131 const auto critter = monster_list[iCurMon];
8132 const bool selected = iCurMon == iActive;
8133 ++iCurMon;
8134 if( critter->sees( g->u ) ) {
8135 mvwprintz( w_monsters, point( 0, y ), c_yellow, "!" );
8136 }
8137 bool is_npc = false;
8138 const monster *m = dynamic_cast<monster *>( critter );
8139 const npc *p = dynamic_cast<npc *>( critter );
8140 nc_color name_color = critter->basic_symbol_color();
8141
8142 if( selected ) {
8143 name_color = hilite( name_color );
8144 }
8145
8146 if( m != nullptr ) {
8147 trim_and_print( w_monsters, point( 1, y ), width - 26, name_color, m->name() );
8148 } else {
8149 trim_and_print( w_monsters, point( 1, y ), width - 26, name_color, critter->disp_name() );
8150 is_npc = true;
8151 }
8152
8153 if( selected && !get_safemode().empty() ) {
8154 const std::string monName = is_npc ? get_safemode().npc_type_name() : m->name();
8155
8156 std::string sSafemode;
8157 if( get_safemode().has_rule( monName, Creature::A_ANY ) ) {
8158 sSafemode = _( "<R>emove from safemode Blacklist" );
8159 } else {
8160 sSafemode = _( "<A>dd to safemode Blacklist" );
8161 }
8162
8163 shortcut_print( w_monsters, point( 2, getmaxy( w_monsters ) - 1 ),
8164 c_white, c_light_green, sSafemode );
8165 }
8166
8168 std::string sText;
8169
8170 if( m != nullptr ) {
8171 m->get_HP_Bar( color, sText );
8172 } else {
8173 std::tie( sText, color ) =
8174 ::get_hp_bar( critter->get_hp(), critter->get_hp_max(), false );
8175 }
8176 mvwprintz( w_monsters, point( width - 25, y ), color, sText );
8177
8178 if( m != nullptr ) {
8179 const auto att = m->get_attitude();
8180 sText = att.first;
8181 color = att.second;
8182 } else if( p != nullptr ) {
8183 sText = npc_attitude_name( p->get_attitude() );
8184 color = p->symbol_color();
8185 }
8186 mvwprintz( w_monsters, point( width - 19, y ), color, sText );
8187
8188 const int mon_dist = rl_dist( u.pos(), critter->pos() );
8189 const int numd = mon_dist > 999 ? 4 :
8190 mon_dist > 99 ? 3 :
8191 mon_dist > 9 ? 2 : 1;
8192
8193 trim_and_print( w_monsters, point( width - ( 8 + numd ), y ), 6 + numd,
8194 selected ? c_light_green : c_light_gray,
8195 "%*d %s",
8196 numd, mon_dist,
8197 direction_name_short( direction_from( u.pos(), critter->pos() ) ) );
8198 }
8199
8200 mvwprintz( w_monsters_border, point( ( width / 2 ) - numw - 2, 0 ), c_light_green, " %*d", numw,
8201 iActive + 1 );
8202 wprintz( w_monsters_border, c_white, " / %*d ", numw, static_cast<int>( monster_list.size() ) );
8203
8204 werase( w_monster_info );
8205 if( cCurMon ) {
8206 cCurMon->print_info( w_monster_info, 1, iInfoHeight - 3, 1 );
8207 }
8208
8209 draw_custom_border( w_monster_info_border, true, true, true, true, LINE_XXXO, LINE_XOXX, true,
8210 true );
8211
8212 if( bVMonsterLookFire ) {
8213 mvwprintw( w_monster_info_border, point_east, "< " );
8214 wprintz( w_monster_info_border, c_light_green, ctxt.press_x( "look" ) );
8215 wprintz( w_monster_info_border, c_light_gray, " %s", _( "to look around" ) );
8216
8217 if( cCurMon && rl_dist( u.pos(), cCurMon->pos() ) <= max_gun_range ) {
8218 wprintw( w_monster_info_border, " " );
8219 wprintz( w_monster_info_border, c_light_green, ctxt.press_x( "fire" ) );
8220 wprintz( w_monster_info_border, c_light_gray, " %s", _( "to shoot" ) );
8221 }
8222 wprintw( w_monster_info_border, " >" );
8223 }
8224
8225 draw_scrollbar( w_monsters_border, iActive, iMaxRows, static_cast<int>( monster_list.size() ),
8226 point_south );
8227 }
8228
8229 wnoutrefresh( w_monsters_border );
8230 wnoutrefresh( w_monster_info_border );
8231 wnoutrefresh( w_monsters );
8232 wnoutrefresh( w_monster_info );
8233 }
8234 } );
8235
8236 cata::optional<tripoint> trail_start;
8237 cata::optional<tripoint> trail_end;
8238 bool trail_end_x = false;
8239 shared_ptr_fast<draw_callback_t> trail_cb = create_trail_callback( trail_start, trail_end,
8240 trail_end_x );
8241 add_draw_callback( trail_cb );
8242
8243 do {
8244 if( action == "UP" ) {
8245 iActive--;
8246 if( iActive < 0 ) {
8247 if( monster_list.empty() ) {
8248 iActive = 0;
8249 } else {
8250 iActive = static_cast<int>( monster_list.size() ) - 1;
8251 }
8252 }
8253 } else if( action == "DOWN" ) {
8254 iActive++;
8255 if( iActive >= static_cast<int>( monster_list.size() ) ) {
8256 iActive = 0;
8257 }
8258 } else if( action == "NEXT_TAB" || action == "PREV_TAB" ) {
8259 u.view_offset = stored_view_offset;
8261 } else if( action == "SAFEMODE_BLACKLIST_REMOVE" ) {
8262 const auto m = dynamic_cast<monster *>( cCurMon );
8263 const std::string monName = ( m != nullptr ) ? m->name() : "human";
8264
8265 if( get_safemode().has_rule( monName, Creature::A_ANY ) ) {
8267 }
8268 } else if( action == "SAFEMODE_BLACKLIST_ADD" ) {
8269 if( !get_safemode().empty() ) {
8270 const auto m = dynamic_cast<monster *>( cCurMon );
8271 const std::string monName = ( m != nullptr ) ? m->name() : "human";
8272
8273 get_safemode().add_rule( monName, Creature::A_ANY, get_option<int>( "SAFEMODEPROXIMITY" ),
8275 }
8276 } else if( action == "look" ) {
8277 hide_ui = true;
8278 ui.mark_resize();
8279 look_around();
8280 hide_ui = false;
8281 ui.mark_resize();
8282 } else if( action == "fire" ) {
8283 if( cCurMon != nullptr && rl_dist( u.pos(), cCurMon->pos() ) <= max_gun_range ) {
8284 u.last_target = shared_from( *cCurMon );
8286 u.view_offset = stored_view_offset;
8287 return game::vmenu_ret::FIRE;
8288 }
8289 }
8290
8291 if( iActive >= 0 && static_cast<size_t>( iActive ) < monster_list.size() ) {
8292 cCurMon = monster_list[iActive];
8293 iActivePos = cCurMon->pos() - u.pos();
8294 centerlistview( iActivePos, width );
8295 trail_start = u.pos();
8296 trail_end = cCurMon->pos();
8297 // Actually accessed from the terrain overlay callback `trail_cb` in the
8298 // call to `ui_manager::redraw`.
8299 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
8300 trail_end_x = false;
8301 } else {
8302 cCurMon = nullptr;
8303 iActivePos = tripoint_zero;
8304 u.view_offset = stored_view_offset;
8305 trail_start = trail_end = cata::nullopt;
8306 }
8308
8310
8311 action = ctxt.handle_input();
8312 } while( action != "QUIT" );
8313
8314 u.view_offset = stored_view_offset;
8315
8316 return game::vmenu_ret::QUIT;
8317}
double recoil
Definition: character.h:561
nc_color symbol_color() const override
Color's character's tile's background.
Definition: character.cpp:6121
static const std::pair< translation, nc_color > & get_attitude_ui_data(Attitude att)
Creature Attitude as String and color.
Definition: creature.cpp:1860
virtual const tripoint & pos() const =0
virtual int print_info(const catacurses::window &w, int vStart, int vLines, int column) const =0
Write information about this creature.
shared_ptr_fast< T > shared_from(const T &critter)
Returns a shared pointer to the given critter (which can be of any of the subclasses of Creature).
Definition: game.cpp:4905
bool bVMonsterLookFire
Definition: game.h:1083
int gun_range(const player *p) const
The weapons range in map squares.
Definition: item.cpp:7195
npc_attitude get_attitude() const
Definition: npc.cpp:3139
weak_ptr_fast< Creature > last_target
Definition: player.h:617
bool has_rule(const std::string &rule_in, Creature::Attitude attitude_in)
void remove_rule(const std::string &rule_in, Creature::Attitude attitude_in)
static nc_color color(const T_t &t)
@ RULE_BLACKLISTED
Definition: enums.h:54
constexpr double MAX_RECOIL
std::string npc_attitude_name(npc_attitude att)
Definition: npc.cpp:2545
std::pair< std::string, nc_color > get_hp_bar(const int cur_hp, const int max_hp, const bool is_mon)
Definition: output.cpp:1604
size_t shortcut_print(const catacurses::window &w, const point &p, nc_color text_color, nc_color shortcut_color, const std::string &fmt)
Definition: output.cpp:1543

References _, Creature::A_ANY, action, add_draw_callback(), safemode::add_rule(), bVMonsterLookFire, c_light_gray, c_light_green, c_magenta, c_white, c_yellow, calcStartPos(), centerlistview(), CHANGE_TAB, color(), create_trail_callback(), direction_from(), direction_name_short(), draw_custom_border(), draw_scrollbar(), FIRE, g, npc::get_attitude(), Creature::get_attitude_ui_data(), get_hp_bar(), get_safemode(), catacurses::getmaxy(), item::gun_range(), input_context::handle_input(), safemode::has_rule(), hilite(), invalidate_main_ui_adaptor(), player::last_target, LINE_XOXO, LINE_XOXX, LINE_XXXO, look_around(), m, MAX_RECOIL, catacurses::mvwprintw(), mvwprintz(), map::name(), catacurses::newwin(), npc_attitude_name(), safemode::npc_type_name(), cata::nullopt, point_east, point_south, point_zero, Creature::pos(), Character::pos(), input_context::press_x(), Creature::print_info(), QUIT, Character::recoil, ui_manager::redraw(), input_context::register_action(), safemode::remove_rule(), rl_dist(), RULE_BLACKLISTED, shared_from(), shortcut_print(), Character::symbol_color(), TERMX, TERMY, to_translation(), trim_and_print(), tripoint_zero, u, player::view_offset, Character::weapon, catacurses::werase(), catacurses::wnoutrefresh(), catacurses::wprintw(), and wprintz().

Referenced by list_items_monsters().

◆ load() [1/2]

bool game::load ( const save_t name)
private

Definition at line 2858 of file game.cpp.

2859{
2862 popup.message( "%s", _( "Please wait…\nLoading the save…" ) );
2865
2866 using namespace std::placeholders;
2867
2868 const std::string worldpath = get_world_base_save_path() + "/";
2869 const std::string playerpath = worldpath + name.base_path();
2870
2871 // Now load up the master game data; factions (and more?)
2872 load_master();
2873 u = avatar();
2874 u.name = name.player_name();
2875 // This should be initialized more globally (in player/Character constructor)
2877 if( !read_from_file( playerpath + SAVE_EXTENSION, std::bind( &game::unserialize, this, _1 ) ) ) {
2878 return false;
2879 }
2880
2882
2884
2885 read_from_file_optional( worldpath + name.base_path() + SAVE_EXTENSION_LOG,
2886 std::bind( &memorial_logger::load, &memorial(), _1 ) );
2887
2888#if defined(__ANDROID__)
2889 read_from_file_optional( worldpath + name.base_path() + SAVE_EXTENSION_SHORTCUTS,
2890 std::bind( &game::load_shortcuts, this, _1 ) );
2891#endif
2892
2893 // Now that the player's worn items are updated, their sight limits need to be
2894 // recalculated. (This would be cleaner if u.worn were private.)
2896
2897 if( !gamemode ) {
2898 gamemode = std::make_unique<special_game>();
2899 }
2900
2901 safe_mode = get_option<bool>( "SAFEMODE" ) ? SAFE_MODE_ON : SAFE_MODE_OFF;
2902 mostseen = 0; // ...and mostseen is 0, we haven't seen any monsters yet.
2903
2904 init_autosave();
2905 get_auto_pickup().load_character(); // Load character auto pickup rules
2906 get_auto_notes_settings().load(); // Load character auto notes settings
2907 get_safemode().load_character(); // Load character safemode rules
2908 zone_manager::get_manager().load_zones(); // Load character world zones
2909 read_from_file_optional( get_world_base_save_path() + "/uistate.json", []( std::istream & stream ) {
2910 JsonIn jsin( stream );
2911 uistate.deserialize( jsin );
2912 } );
2913 reload_npcs();
2918 update_map( u );
2919 for( auto &e : u.inv_dump() ) {
2920 e->set_owner( g->u );
2921 }
2922 // legacy, needs to be here as we access the map.
2923 if( !u.getID().is_valid() ) {
2924 // player does not have a real id, so assign a new one,
2925 u.setID( assign_npc_id() );
2926 // The vehicle stores the IDs of the boarded players, so update it, too.
2927 if( u.in_vehicle ) {
2929 u.pos() ).part_with_feature( "BOARDABLE", true ) ) {
2930 vp->part().passenger_id = u.getID();
2931 }
2932 }
2933 }
2934
2935 // populate calendar caches now, after active world is set, but before we do
2936 // anything else, to ensure they pick up the correct value from the save's
2937 // worldoptions
2938 calendar::set_eternal_season( ::get_option<bool>( "ETERNAL_SEASON" ) );
2939 calendar::set_season_length( ::get_option<int>( "SEASON_LENGTH" ) );
2940
2941 u.reset();
2942
2943 return true;
2944}
bool read_from_file(const std::string &path, const std::function< void(std::istream &)> &reader)
Try to open and read from given file using the given callback.
bool read_from_file_optional(const std::string &path, const std::function< void(std::istream &)> &reader)
void setID(character_id i, bool force=false)
Definition: character.cpp:466
std::vector< item * > inv_dump()
Definition: character.cpp:8970
void recalc_sight_limits()
Modifies the player's sight values Must be called when any of the following change: This must be call...
Definition: character.cpp:1703
void reset() override
Handles stat and bonus reset.
Definition: character.cpp:3622
Definition: json.h:177
Definition: avatar.h:54
void load_map_memory()
Definition: avatar.cpp:134
bool is_valid() const
Definition: character_id.h:19
void validate_linked_vehicles()
validate towed vehicles so they get linked up again after a load
Definition: game.cpp:1981
void reload_npcs()
Unloads, then loads the NPCs.
Definition: game.cpp:961
void validate_camps()
validate camps to ensure they are on the overmap list
Definition: game.cpp:2039
void load_master()
Definition: game.cpp:2827
void validate_mounted_npcs()
Definition: game.cpp:1996
character_id assign_npc_id()
Definition: game.cpp:3944
void unserialize(std::istream &fin)
Definition: savegame.cpp:167
void init_autosave()
Definition: game.cpp:11828
void validate_npc_followers()
validate list of followers to account for overmap buffers
Definition: game.cpp:2015
void load(std::istream &fin)
Loads the data in a memorial file from the given ifstream.
void load_character()
Create a popup on the UI stack that gets displayed but receives no input itself.
Definition: popup.h:276
void deserialize(const JsonObject &jo)
time_point nextweather
Definition: weather.h:205
void load_zones()
Definition: clzones.cpp:1216
static const std::string SAVE_EXTENSION(".sav")
static const std::string SAVE_EXTENSION_SHORTCUTS(".shortcuts")
static const std::string SAVE_EXTENSION_LOG(".log")
void set_season_length(int dur)
Definition: calendar.cpp:478
void set_eternal_season(bool is_eternal_season)
Definition: calendar.cpp:470

References _, assign_npc_id(), uistatedata::deserialize(), g, gamemode, get_auto_notes_settings(), get_auto_pickup(), zone_manager::get_manager(), get_safemode(), get_weather, get_world_base_save_path(), Character::getID(), Character::in_vehicle, init_autosave(), Character::inv_dump(), character_id::is_valid(), auto_notes::auto_note_settings::load(), memorial_logger::load(), auto_pickup::player_settings::load_character(), safemode::load_character(), avatar::load_map_memory(), load_master(), zone_manager::load_zones(), m, memorial(), mostseen, Character::name, om_direction::name(), weather_manager::nextweather, optional_vpart_position::part_with_feature(), popup(), Character::pos(), read_from_file(), read_from_file_optional(), Character::recalc_sight_limits(), ui_manager::redraw(), refresh_display(), reload_npcs(), Character::reset(), safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, SAVE_EXTENSION(), SAVE_EXTENSION_LOG(), SAVE_EXTENSION_SHORTCUTS(), calendar::set_eternal_season(), calendar::set_season_length(), Character::setID(), calendar::start_of_cataclysm, calendar::turn, u, uistate, unserialize(), update_map(), validate_camps(), validate_linked_vehicles(), validate_mounted_npcs(), validate_npc_followers(), map::veh_at(), and Character::weapon.

◆ load() [2/2]

bool game::load ( const std::string &  world)

Attempt to load first valid save (if any) in world.

Definition at line 2834 of file game.cpp.

2835{
2836 world_generator->init();
2837 const WORLDPTR wptr = world_generator->get_world( world );
2838 if( !wptr ) {
2839 return false;
2840 }
2841 if( wptr->world_saves.empty() ) {
2842 debugmsg( "world '%s' contains no saves", world );
2843 return false;
2844 }
2845
2846 try {
2847 world_generator->set_active_world( wptr );
2848 g->setup();
2849 g->load( wptr->world_saves.front() );
2850 } catch( const std::exception &err ) {
2851 debugmsg( "cannot load world '%s': %s", world, err.what() );
2852 return false;
2853 }
2854
2855 return true;
2856}
std::vector< save_t > world_saves
Definition: worldfactory.h:61

References debugmsg, g, world_generator, and WORLD::world_saves.

Referenced by quickload().

◆ load_core_data()

void game::load_core_data ( loading_ui ui)

Loads core dynamic data.

May throw.

Definition at line 439 of file game.cpp.

440{
441 // core data can be loaded only once and must be first
442 // anyway.
444
446}
void unload_data()
Deletes and unloads all the data previously loaded with load_data_from_path.
Definition: init.cpp:524
std::string jsondir()
Definition: path_info.cpp:230

References DynamicDataLoader::get_instance(), PATH_INFO::jsondir(), load_data_from_dir(), and DynamicDataLoader::unload_data().

Referenced by check_mod_data(), dump_stats(), and setup().

◆ load_data_from_dir()

void game::load_data_from_dir ( const std::string &  path,
const std::string &  src,
loading_ui ui 
)
protected

Loads dynamic data from the given directory.

May throw.

Definition at line 448 of file game.cpp.

449{
451}
void load_data_from_path(const std::string &path, const std::string &src, loading_ui &ui)
Load all data from json files located in the path (recursive).
Definition: init.cpp:454

References DynamicDataLoader::get_instance(), and DynamicDataLoader::load_data_from_path().

Referenced by check_mod_data(), load_core_data(), and load_packs().

◆ load_map() [1/2]

void game::load_map ( const tripoint pos_sm)

Load the main map at given location, see map::load, in global, absolute submap coordinates.

Definition at line 635 of file game.cpp.

636{
637 // TODO: fix point types
638 load_map( tripoint_abs_sm( pos_sm ) );
639}
void load_map(const tripoint &pos_sm)
Load the main map at given location, see map::load, in global, absolute submap coordinates.
Definition: game.cpp:635
coords::coord_point< tripoint, coords::origin::abs, coords::sm > tripoint_abs_sm
Definition: coordinates.h:490

References load_map().

Referenced by load_map(), place_player_overmap(), start_game(), and unserialize().

◆ load_map() [2/2]

void game::load_map ( const tripoint_abs_sm pos_sm)

Definition at line 641 of file game.cpp.

642{
643 m.load( pos_sm, true );
644 grid_tracker_ptr->load( m );
645}
void load(const tripoint &w, bool update_vehicles)
Load submaps into grid.
Definition: map.cpp:6591

References grid_tracker_ptr, map::load(), and m.

◆ load_master()

void game::load_master ( )
private

Definition at line 2827 of file game.cpp.

2828{
2829 using namespace std::placeholders;
2830 const auto datafile = get_world_base_save_path() + "/" + SAVE_MASTER;
2831 read_from_file_optional( datafile, std::bind( &game::unserialize_master, this, _1 ) );
2832}
void unserialize_master(std::istream &fin)
Definition: savegame.cpp:1188
static const std::string SAVE_MASTER("master.gsav")

References get_world_base_save_path(), read_from_file_optional(), SAVE_MASTER(), and unserialize_master().

Referenced by load(), and start_game().

◆ load_npcs()

void game::load_npcs ( )

Makes any nearby NPCs on the overmap active.

Definition at line 899 of file game.cpp.

900{
901 const int radius = HALF_MAPSIZE - 1;
902 // uses submap coordinates
903 std::vector<shared_ptr_fast<npc>> just_added;
904 for( const auto &temp : overmap_buffer.get_npcs_near_player( radius ) ) {
905 const character_id &id = temp->getID();
906 const auto found = std::find_if( active_npc.begin(), active_npc.end(),
907 [id]( const shared_ptr_fast<npc> &n ) {
908 return n->getID() == id;
909 } );
910 if( found != active_npc.end() ) {
911 continue;
912 }
913 if( temp->is_active() ) {
914 continue;
915 }
916 if( temp->has_companion_mission() ) {
917 continue;
918 }
919
920 const tripoint sm_loc = temp->global_sm_location();
921 // NPCs who are out of bounds before placement would be pushed into bounds
922 // This can cause NPCs to teleport around, so we don't want that
923 if( sm_loc.x < get_levx() || sm_loc.x >= get_levx() + MAPSIZE ||
924 sm_loc.y < get_levy() || sm_loc.y >= get_levy() + MAPSIZE ||
925 ( sm_loc.z != get_levz() && !m.has_zlevels() ) ) {
926 continue;
927 }
928
929 add_msg( m_debug, "game::load_npcs: Spawning static NPC, %d:%d:%d (%d:%d:%d)",
930 get_levx(), get_levy(), get_levz(), sm_loc.x, sm_loc.y, sm_loc.z );
931 temp->place_on_map();
932 if( !m.inbounds( temp->pos() ) ) {
933 continue;
934 }
935 // In the rare case the npc was marked for death while
936 // it was on the overmap. Kill it.
937 if( temp->marked_for_death ) {
938 temp->die( nullptr );
939 } else {
940 active_npc.push_back( temp );
941 just_added.push_back( temp );
942 }
943 }
944
945 for( const auto &npc : just_added ) {
946 npc->on_load();
947 }
948
949 npcs_dirty = false;
950}
void on_load()
Retroactively update npc.
Definition: npc.cpp:2658
static constexpr int MAPSIZE

References active_npc, add_msg(), get_levx(), get_levy(), get_levz(), overmapbuffer::get_npcs_near_player(), HALF_MAPSIZE, map::has_zlevels(), map::inbounds(), m, m_debug, MAPSIZE, npcs_dirty, npc::on_load(), overmap_buffer, tripoint::x, tripoint::y, and tripoint::z.

Referenced by do_turn(), perhaps_add_random_npc(), place_player_overmap(), reload_npcs(), save_cyborg(), spawn_hallucination(), start_game(), and update_map().

◆ load_packs()

bool game::load_packs ( const std::string &  msg,
const std::vector< mod_id > &  packs,
loading_ui ui 
)

Load content packs.

Parameters
msgstring to display whilst loading prompt
packscontent packs to load in correct dependent order
uistructure for load progress display
Returns
true if all packs were found, false if any were missing

Definition at line 2982 of file game.cpp.

2983{
2984 ui.new_context( msg );
2985 std::vector<mod_id> missing;
2986 std::vector<mod_id> available;
2987
2988 for( const mod_id &e : packs ) {
2989 if( e.is_valid() ) {
2990 available.emplace_back( e );
2991 ui.add_entry( e->name() );
2992 } else {
2993 missing.push_back( e );
2994 }
2995 }
2996
2997 ui.show();
2998 for( const auto &e : available ) {
2999 const MOD_INFORMATION &mod = *e;
3000 load_data_from_dir( mod.path, mod.ident.str(), ui );
3001 ui.proceed();
3002 }
3003
3004 for( const auto &e : missing ) {
3005 debugmsg( "unknown content %s", e.c_str() );
3006 }
3007
3008 return missing.empty();
3009}

References available, string_id< T >::c_str(), debugmsg, string_id< T >::is_valid(), load_data_from_dir(), and MOD_INFORMATION::name().

Referenced by dump_stats().

◆ load_static_data()

void game::load_static_data ( )

Loads static data that does not depend on mods or similar.

Definition at line 325 of file game.cpp.

326{
327 // UI stuff, not mod-specific per definition
328 inp_mngr.init(); // Load input config JSON
329 // Init mappings for loading the json stuff
331 fullscreen = false;
332 was_fullscreen = false;
333 show_panel_adm = false;
335
336 // These functions do not load stuff from json.
337 // The content they load/initialize is hardcoded into the program.
338 // Therefore they can be loaded here.
339 // If this changes (if they load data from json), they have to
340 // be moved to game::load_mod or game::load_core_data
341
344}
bool was_fullscreen
Definition: game.h:1065
bool fullscreen
Definition: game.h:1064
void init()
Initializes the input manager, aka loads the input mapping configuration JSON.
Definition: input.cpp:111
void init()
Definition: panels.cpp:2310
void load_global()

References fullscreen, get_auto_pickup(), DynamicDataLoader::get_instance(), panel_manager::get_manager(), get_safemode(), input_manager::init(), panel_manager::init(), inp_mngr, auto_pickup::player_settings::load_global(), safemode::load_global(), show_panel_adm, and was_fullscreen.

◆ load_world_modfiles()

void game::load_world_modfiles ( loading_ui ui)

Loads core data and mods from the active world.

May throw.

Definition at line 2946 of file game.cpp.

2947{
2948 auto &mods = world_generator->active_world->active_mod_order;
2949
2950 // remove any duplicates whilst preserving order (fixes #19385)
2951 std::set<mod_id> found;
2952 mods.erase( std::remove_if( mods.begin(), mods.end(), [&found]( const mod_id & e ) {
2953 if( found.count( e ) ) {
2954 return true;
2955 } else {
2956 found.insert( e );
2957 return false;
2958 }
2959 } ), mods.end() );
2960
2961 // require at least one core mod (saves before version 6 may implicitly require dda pack)
2962 if( std::none_of( mods.begin(), mods.end(), []( const mod_id & e ) {
2963 return e->core;
2964} ) ) {
2965 mods.insert( mods.begin(), mod_id( "dda" ) );
2966 }
2967
2969 // this code does not care about mod dependencies,
2970 // it assumes that those dependencies are static and
2971 // are resolved during the creation of the world.
2972 // That means world->active_mod_order contains a list
2973 // of mods in the correct order.
2974 load_packs( _( "Loading files" ), mods, ui );
2975
2976 // Load additional mods from that world-specific folder
2977 load_data_from_dir( get_world_base_save_path() + "/mods", "custom", ui );
2978
2980}
void load_artifacts(const std::string &path)
Definition: artifact.cpp:1098
static const std::string SAVE_ARTIFACTS("artifacts.gsav")

References world_generator.

Referenced by setup().

◆ look_around() [1/2]

cata::optional< tripoint > game::look_around ( )

Definition at line 6861 of file game.cpp.

6862{
6864 look_around_result result = look_around( /*show_window=*/true, center, center, false, false,
6865 false );
6866 return result.position;
6867}

References center, look_around(), Character::pos(), u, and player::view_offset.

Referenced by handle_action(), list_monsters(), look_around(), peek(), and zones_manager().

◆ look_around() [2/2]

look_around_result game::look_around ( bool  show_window,
tripoint center,
const tripoint start_point,
bool  has_first_point,
bool  select_zone,
bool  peeking,
bool  is_moving_zone = false,
const tripoint end_point = tripoint_zero 
)
Parameters
show_windowdisplay the info window that holds the tile information in the position.
centerused to calculate the u.view_offset, could center the screen to the position it represents
start_pointthe start point of the targeting zone, also the initial local position of the cursor
has_first_pointshould be true if the first point has been selected when editing the zone
select_zonetrue if the zone is being edited
peekingdetermines if the player is peeking
is_moving_zonetrue if the zone is being moved, false by default
end_pointthe end point of the targeting zone, only used if is_moving_zone is true, default is tripoint_zero
Returns
look_around_result

Definition at line 6869 of file game.cpp.

6872{
6873 bVMonsterLookFire = false;
6874 // TODO: Make this `true`
6875 const bool allow_zlev_move = m.has_zlevels() && get_option<bool>( "FOV_3D" );
6876
6878
6879 tripoint lp = is_moving_zone ? ( start_point + end_point ) / 2 : start_point; // cursor
6880 int &lx = lp.x;
6881 int &ly = lp.y;
6882 int &lz = lp.z;
6883
6884 int soffset = get_option<int>( "FAST_SCROLL_OFFSET" );
6885 bool fast_scroll = false;
6886
6887 std::unique_ptr<ui_adaptor> ui;
6888 catacurses::window w_info;
6889 if( show_window ) {
6890 ui = std::make_unique<ui_adaptor>();
6891 ui->on_screen_resize( [&]( ui_adaptor & ui ) {
6892 int panel_width = panel_manager::get_manager().get_current_layout().begin()->get_width();
6894
6895 // If particularly small, base height on panel width irrespective of other elements.
6896 // Value here is attempting to get a square-ish result assuming 1x2 proportioned font.
6897 if( height < panel_width / 2 ) {
6898 height = panel_width / 2;
6899 }
6900
6901 int la_y = 0;
6902 int la_x = TERMX - panel_width;
6903 std::string position = get_option<std::string>( "LOOKAROUND_POSITION" );
6904 if( position == "left" ) {
6905 if( get_option<std::string>( "SIDEBAR_POSITION" ) == "right" ) {
6907 } else {
6908 la_x = panel_manager::get_manager().get_width_left() - panel_width;
6909 }
6910 }
6911 int la_h = height;
6912 int la_w = panel_width;
6913 w_info = catacurses::newwin( la_h, la_w, point( la_x, la_y ) );
6914
6915 ui.position_from_window( w_info );
6916 } );
6917 ui->mark_resize();
6918 }
6919
6920 std::string action;
6921 input_context ctxt( "LOOK" );
6922 ctxt.set_iso( true );
6923 ctxt.register_directions();
6924 ctxt.register_action( "COORDINATE" );
6925 ctxt.register_action( "LEVEL_UP" );
6926 ctxt.register_action( "LEVEL_DOWN" );
6927 ctxt.register_action( "TOGGLE_FAST_SCROLL" );
6928 ctxt.register_action( "EXTENDED_DESCRIPTION" );
6929 ctxt.register_action( "SELECT" );
6930 if( peeking ) {
6931 ctxt.register_action( "throw_blind" );
6932 }
6933 if( !select_zone ) {
6934 ctxt.register_action( "TRAVEL_TO" );
6935 ctxt.register_action( "LIST_ITEMS" );
6936 }
6937 ctxt.register_action( "MOUSE_MOVE" );
6938 ctxt.register_action( "CENTER" );
6939
6940 ctxt.register_action( "debug_scent" );
6941 ctxt.register_action( "debug_scent_type" );
6942 ctxt.register_action( "debug_temp" );
6943 ctxt.register_action( "debug_visibility" );
6944 ctxt.register_action( "debug_lighting" );
6945 ctxt.register_action( "debug_radiation" );
6946 ctxt.register_action( "debug_submap_grid" );
6947 ctxt.register_action( "debug_hour_timer" );
6948 ctxt.register_action( "CONFIRM" );
6949 ctxt.register_action( "QUIT" );
6950 ctxt.register_action( "HELP_KEYBINDINGS" );
6951 if( use_tiles ) {
6952 ctxt.register_action( "zoom_out" );
6953 ctxt.register_action( "zoom_in" );
6954 }
6955#if defined(TILES)
6956 ctxt.register_action( "toggle_pixel_minimap" );
6957#endif // TILES
6958
6959 const int old_levz = get_levz();
6960 const int min_levz = std::max( old_levz - fov_3d_z_range, -OVERMAP_DEPTH );
6961 const int max_levz = std::min( old_levz + fov_3d_z_range, OVERMAP_HEIGHT );
6962
6963 m.update_visibility_cache( old_levz );
6965
6966 bool blink = true;
6968
6969 shared_ptr_fast<draw_callback_t> ter_indicator_cb;
6970
6971 if( show_window && ui ) {
6972 ui->on_redraw( [&]( const ui_adaptor & ) {
6973 werase( w_info );
6974 draw_border( w_info );
6975
6976 center_print( w_info, 0, c_white, string_format( _( "< <color_green>Look Around</color> >" ) ) );
6977
6978 std::string extended_descr_text = string_format( _( "%s - %s" ),
6979 ctxt.get_desc( "EXTENDED_DESCRIPTION" ),
6980 ctxt.get_action_name( "EXTENDED_DESCRIPTION" ) );
6981 std::string fast_scroll_text = string_format( _( "%s - %s" ),
6982 ctxt.get_desc( "TOGGLE_FAST_SCROLL" ),
6983 ctxt.get_action_name( "TOGGLE_FAST_SCROLL" ) );
6984#if defined(TILES)
6985 std::string pixel_minimap_text = string_format( _( "%s - %s" ),
6986 ctxt.get_desc( "toggle_pixel_minimap" ),
6987 ctxt.get_action_name( "toggle_pixel_minimap" ) );
6988#endif // TILES
6989
6990 center_print( w_info, getmaxy( w_info ) - 2, c_light_gray, extended_descr_text );
6991 mvwprintz( w_info, point( 1, getmaxy( w_info ) - 1 ), fast_scroll ? c_light_green : c_green,
6992 fast_scroll_text );
6993#if defined(TILES)
6994 right_print( w_info, getmaxy( w_info ) - 1, 1, pixel_minimap_option ? c_light_green : c_green,
6995 pixel_minimap_text );
6996#endif // TILES
6997
6998 int first_line = 1;
6999 const int last_line = getmaxy( w_info ) - 3;
7000 pre_print_all_tile_info( lp, w_info, first_line, last_line, cache );
7001
7002 wnoutrefresh( w_info );
7003 } );
7004 ter_indicator_cb = make_shared_fast<draw_callback_t>( [&]() {
7005 draw_look_around_cursor( lp, cache );
7006 } );
7007 add_draw_callback( ter_indicator_cb );
7008 }
7009
7010 cata::optional<tripoint> zone_start;
7011 cata::optional<tripoint> zone_end;
7012 bool zone_blink = false;
7013 bool zone_cursor = true;
7014 shared_ptr_fast<draw_callback_t> zone_cb = create_zone_callback( zone_start, zone_end, zone_blink,
7015 zone_cursor, is_moving_zone );
7016 add_draw_callback( zone_cb );
7017
7018 is_looking = true;
7019 const tripoint prev_offset = u.view_offset;
7020#if defined(TILES)
7021 const int prev_tileset_zoom = tileset_zoom;
7022 while( is_moving_zone && square_dist( start_point, end_point ) > 256 / get_zoom() &&
7023 get_zoom() != 4 ) {
7024 zoom_out();
7025 }
7027#endif
7028 do {
7029 u.view_offset = center - u.pos();
7030 if( select_zone ) {
7031 if( has_first_point ) {
7032 zone_start = start_point;
7033 zone_end = lp;
7034 } else {
7035 zone_start = lp;
7036 zone_end = cata::nullopt;
7037 }
7038 // Actually accessed from the terrain overlay callback `zone_cb` in the
7039 // call to `ui_manager::redraw`.
7040 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
7041 zone_blink = blink;
7042 }
7043
7044 if( is_moving_zone ) {
7045 zone_start = lp - ( start_point + end_point ) / 2 + start_point;
7046 zone_end = lp - ( start_point + end_point ) / 2 + end_point;
7047 // Actually accessed from the terrain overlay callback `zone_cb` in the
7048 // call to `ui_manager::redraw`.
7049 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
7050 zone_blink = blink;
7051 }
7054 if( ( select_zone && has_first_point ) || is_moving_zone ) {
7055 ctxt.set_timeout( BLINK_SPEED );
7056 }
7057
7058 //Wait for input
7059 // only specify a timeout here if "EDGE_SCROLL" is enabled
7060 // otherwise use the previously set timeout
7061 const tripoint edge_scroll = mouse_edge_scrolling_terrain( ctxt );
7062 const int scroll_timeout = get_option<int>( "EDGE_SCROLL" );
7063 const bool edge_scrolling = edge_scroll != tripoint_zero && scroll_timeout >= 0;
7064 if( edge_scrolling ) {
7065 action = ctxt.handle_input( scroll_timeout );
7066 } else {
7067 action = ctxt.handle_input();
7068 }
7069 if( ( action == "LEVEL_UP" || action == "LEVEL_DOWN" || action == "MOUSE_MOVE" ||
7070 ctxt.get_direction( action ) ) && ( ( select_zone && has_first_point ) || is_moving_zone ) ) {
7071 blink = true; // Always draw blink symbols when moving cursor
7072 } else if( action == "TIMEOUT" ) {
7073 blink = !blink;
7074 }
7075 if( action == "LIST_ITEMS" ) {
7077 } else if( action == "TOGGLE_FAST_SCROLL" ) {
7078 fast_scroll = !fast_scroll;
7079 } else if( action == "toggle_pixel_minimap" ) {
7081
7082 if( show_window && ui ) {
7083 ui->mark_resize();
7084 }
7085 } else if( action == "LEVEL_UP" || action == "LEVEL_DOWN" ) {
7086 if( !allow_zlev_move ) {
7087 continue;
7088 }
7089
7090 const int dz = ( action == "LEVEL_UP" ? 1 : -1 );
7091 lz = clamp( lz + dz, min_levz, max_levz );
7092 center.z = clamp( center.z + dz, min_levz, max_levz );
7093
7094 add_msg( m_debug, "levx: %d, levy: %d, levz: %d", get_levx(), get_levy(), center.z );
7095 u.view_offset.z = center.z - u.posz();
7097 } else if( action == "TRAVEL_TO" ) {
7098 if( !u.sees( lp ) ) {
7099 add_msg( _( "You can't see that destination." ) );
7100 continue;
7101 }
7102
7103 auto route = m.route( u.pos(), lp, u.get_pathfinding_settings(), u.get_path_avoid() );
7104 if( route.size() > 1 ) {
7105 route.pop_back();
7106 u.set_destination( route );
7107 } else {
7108 add_msg( m_info, _( "You can't travel there." ) );
7109 continue;
7110 }
7111 } else if( action == "debug_scent" || action == "debug_scent_type" ) {
7113 display_scent();
7114 }
7115 } else if( action == "debug_temp" ) {
7118 }
7119 } else if( action == "debug_lighting" ) {
7122 }
7123 } else if( action == "debug_transparency" ) {
7126 }
7127 } else if( action == "debug_radiation" ) {
7130 }
7131 } else if( action == "debug_submap_grid" ) {
7132 g->debug_submap_grid_overlay = !g->debug_submap_grid_overlay;
7133 } else if( action == "debug_hour_timer" ) {
7135 } else if( action == "EXTENDED_DESCRIPTION" ) {
7137 } else if( action == "CENTER" ) {
7138 center = u.pos();
7139 lp = u.pos();
7140 u.view_offset.z = 0;
7141 } else if( action == "MOUSE_MOVE" || action == "TIMEOUT" ) {
7142 // This block is structured this way so that edge scroll can work
7143 // whether the mouse is moving at the edge or simply stationary
7144 // at the edge. But even if edge scroll isn't in play, there's
7145 // other things for us to do here.
7146
7147 if( edge_scrolling ) {
7148 center += action == "MOUSE_MOVE" ? edge_scroll * 2 : edge_scroll;
7149 } else if( action == "MOUSE_MOVE" ) {
7150 const cata::optional<tripoint> mouse_pos = ctxt.get_coordinates( w_terrain );
7151 if( mouse_pos ) {
7152 lx = mouse_pos->x;
7153 ly = mouse_pos->y;
7154 }
7155 }
7156 } else if( cata::optional<tripoint> vec = ctxt.get_direction( action ) ) {
7157 if( fast_scroll ) {
7158 vec->x *= soffset;
7159 vec->y *= soffset;
7160 }
7161
7162 lx = lx + vec->x;
7163 ly = ly + vec->y;
7164 center.x = center.x + vec->x;
7165 center.y = center.y + vec->y;
7166 } else if( action == "throw_blind" ) {
7167 result.peek_action = PA_BLIND_THROW;
7168 } else if( action == "zoom_in" ) {
7169 center.x = lp.x;
7170 center.y = lp.y;
7171 zoom_in();
7173 } else if( action == "zoom_out" ) {
7174 center.x = lp.x;
7175 center.y = lp.y;
7176 zoom_out();
7178 }
7179 } while( action != "QUIT" && action != "CONFIRM" && action != "SELECT" && action != "TRAVEL_TO" &&
7180 action != "throw_blind" );
7181
7182 if( m.has_zlevels() && center.z != old_levz ) {
7183 m.invalidate_map_cache( old_levz );
7184 m.build_map_cache( old_levz );
7185 u.view_offset.z = 0;
7186 }
7187
7188 ctxt.reset_timeout();
7189 u.view_offset = prev_offset;
7190 zone_cb = nullptr;
7191 is_looking = false;
7192
7194 bVMonsterLookFire = true;
7195
7196 if( action == "CONFIRM" || action == "SELECT" ) {
7197 result.position = is_moving_zone ? zone_start : lp;
7198 }
7199
7200#if defined(TILES)
7201 if( is_moving_zone && get_zoom() != prev_tileset_zoom ) {
7202 // Reset the tileset zoom to the previous value
7203 set_zoom( prev_tileset_zoom );
7205 }
7206#endif
7207
7208 return result;
7209}
int fov_3d_z_range
3D FoV range, in Z levels, in both directions.
bool pixel_minimap_option
Whether to show the pixel minimap.
tripoint mouse_edge_scrolling_terrain(input_context &ctxt)
Used to implement mouse "edge scrolling".
Definition: game.cpp:2408
void set_zoom(int level)
Definition: game.cpp:7360
void draw_look_around_cursor(const tripoint &lp, const visibility_variables &cache)
Definition: game.cpp:5974
void extended_description(const tripoint &p)
Long description of (visible) things at tile.
void pre_print_all_tile_info(const tripoint &lp, const catacurses::window &w_info, int &line, int last_line, const visibility_variables &cache)
Definition: game.cpp:6848
int get_zoom() const
Definition: game.cpp:7372
const visibility_variables & get_visibility_variables_cache() const
Definition: map.cpp:5627
void invalidate_map_cache(const int zlev)
Definition: map.h:471
std::vector< window_panel > & get_current_layout()
Definition: panels.cpp:2278
int square_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:505
static shared_ptr_fast< game::draw_callback_t > create_zone_callback(const cata::optional< tripoint > &zone_start, const cata::optional< tripoint > &zone_end, const bool &zone_blink, const bool &zone_cursor, const bool &is_moving_zone=false)
Definition: game.cpp:3403
@ PA_BLIND_THROW
Definition: game.h:122
static constexpr int OVERMAP_HEIGHT
static constexpr int BLINK_SPEED
static constexpr int OVERMAP_DEPTH
int right_print(const catacurses::window &w, const int line, const int right_indent, const nc_color &FG, const std::string &text)
Definition: output.cpp:461

References _, action, add_draw_callback(), add_msg(), BLINK_SPEED, map::build_map_cache(), bVMonsterLookFire, c_green, c_light_gray, c_light_green, c_white, center, center_print(), clamp(), create_zone_callback(), display_lighting(), display_radiation(), display_scent(), display_temperature(), display_transparency(), draw_border(), draw_look_around_cursor(), extended_description(), fov_3d_z_range, g, input_context::get_action_name(), input_context::get_coordinates(), panel_manager::get_current_layout(), input_context::get_desc(), input_context::get_direction(), get_levx(), get_levy(), get_levz(), panel_manager::get_manager(), Character::get_path_avoid(), Character::get_pathfinding_settings(), map::get_visibility_variables_cache(), panel_manager::get_width_left(), get_zoom(), catacurses::getmaxy(), input_context::handle_input(), map::has_zlevels(), invalidate_main_ui_adaptor(), map::invalidate_map_cache(), is_looking, MAP_SHARING::isCompetitive(), MAP_SHARING::isDebugger(), list_items_monsters(), m, m_debug, m_info, mark_main_ui_adaptor_resize(), mouse_edge_scrolling_terrain(), mvwprintz(), catacurses::newwin(), cata::nullopt, OVERMAP_DEPTH, OVERMAP_HEIGHT, PA_BLIND_THROW, pixel_minimap_option, Character::pos(), Character::posz(), pre_print_all_tile_info(), ui_manager::redraw(), reenter_fullscreen(), input_context::register_action(), input_context::register_directions(), input_context::reset_timeout(), right_print(), map::route(), Character::sees(), Character::set_destination(), input_context::set_iso(), input_context::set_timeout(), set_zoom(), square_dist(), string_format(), temp_exit_fullscreen(), TERMX, TERMY, tileset_zoom, toggle_debug_hour_timer(), toggle_pixel_minimap(), tripoint_zero, u, map::update_visibility_cache(), use_tiles, player::view_offset, w_pixel_minimap, w_terrain, catacurses::werase(), catacurses::wnoutrefresh(), tripoint::x, tripoint::y, tripoint::z, zoom_in(), and zoom_out().

◆ look_debug()

cata::optional< tripoint > game::look_debug ( )

Definition at line 5967 of file game.cpp.

5968{
5969 editmap edit;
5970 return edit.edit();
5971}
cata::optional< tripoint > edit()
Definition: editmap.cpp:339

References editmap::edit().

◆ mark_main_ui_adaptor_resize()

void game::mark_main_ui_adaptor_resize ( ) const

Definition at line 3360 of file game.cpp.

3361{
3363 if( ui ) {
3364 ui->mark_resize();
3365 }
3366}

References main_ui_adaptor.

Referenced by handle_action(), look_around(), toggle_fullscreen(), and toggle_pixel_minimap().

◆ memorial()

memorial_logger & game::memorial ( )

Definition at line 3102 of file game.cpp.

3103{
3104 return *memorial_logger_ptr;
3105}

References memorial_logger_ptr.

Referenced by cleanup_at_end(), load(), save_player_data(), win(), win_screen(), and write_memorial_file().

◆ mon_info()

void game::mon_info ( const catacurses::window w,
int  hor_padding = 0 
)

Definition at line 4051 of file game.cpp.

4052{
4053 const monster_visible_info &mon_visible = u.get_mon_visible();
4054 const auto &unique_types = mon_visible.unique_types;
4055 const auto &unique_mons = mon_visible.unique_mons;
4056 const auto &dangerous = mon_visible.dangerous;
4057
4058 const int width = getmaxx( w ) - 2 * hor_padding;
4059 const int maxheight = getmaxy( w );
4060
4061 const int startrow = 0;
4062
4063 // Print the direction headings
4064 // Reminder:
4065 // 7 0 1 unique_types uses these indices;
4066 // 6 8 2 0-7 are provide by direction_from()
4067 // 5 4 3 8 is used for local monsters (for when we explain them below)
4068
4069 const std::array<std::string, 8> dir_labels = {{
4070 _( "North:" ), _( "NE:" ), _( "East:" ), _( "SE:" ),
4071 _( "South:" ), _( "SW:" ), _( "West:" ), _( "NW:" )
4072 }
4073 };
4074 std::array<int, 8> widths;
4075 for( int i = 0; i < 8; i++ ) {
4076 widths[i] = utf8_width( dir_labels[i] );
4077 }
4078 std::array<int, 8> xcoords;
4079 const std::array<int, 8> ycoords = {{ 0, 0, 1, 2, 2, 2, 1, 0 }};
4080 xcoords[0] = xcoords[4] = width / 3;
4081 xcoords[1] = xcoords[3] = xcoords[2] = ( width / 3 ) * 2;
4082 xcoords[5] = xcoords[6] = xcoords[7] = 0;
4083 //for the alignment of the 1,2,3 rows on the right edge
4084 xcoords[2] -= utf8_width( _( "East:" ) ) - utf8_width( _( "NE:" ) );
4085 for( int i = 0; i < 8; i++ ) {
4086 nc_color c = unique_types[i].empty() && unique_mons[i].empty() ? c_dark_gray
4087 : ( dangerous[i] ? c_light_red : c_light_gray );
4088 mvwprintz( w, point( xcoords[i] + hor_padding, ycoords[i] + startrow ), c, dir_labels[i] );
4089 }
4090
4091 // Print the symbols of all monsters in all directions.
4092 for( int i = 0; i < 8; i++ ) {
4093 point pr( xcoords[i] + widths[i] + 1, ycoords[i] + startrow );
4094
4095 // The list of symbols needs a space on each end.
4096 int symroom = ( width / 3 ) - widths[i] - 2;
4097 const int typeshere_npc = unique_types[i].size();
4098 const int typeshere_mon = unique_mons[i].size();
4099 const int typeshere = typeshere_mon + typeshere_npc;
4100 for( int j = 0; j < typeshere && j < symroom; j++ ) {
4101 nc_color c;
4102 std::string sym;
4103 if( symroom < typeshere && j == symroom - 1 ) {
4104 // We've run out of room!
4105 c = c_white;
4106 sym = "+";
4107 } else if( j < typeshere_npc ) {
4108 switch( unique_types[i][j]->get_attitude() ) {
4109 case NPCATT_KILL:
4110 c = c_red;
4111 break;
4112 case NPCATT_FOLLOW:
4113 c = c_light_green;
4114 break;
4115 default:
4116 c = c_pink;
4117 break;
4118 }
4119 sym = "@";
4120 } else {
4121 const mtype &mt = *unique_mons[i][j - typeshere_npc];
4122 c = mt.color;
4123 sym = mt.sym;
4124 }
4125 mvwprintz( w, pr, c, sym );
4126
4127 pr.x++;
4128 }
4129 }
4130
4131 // Now we print their full names!
4132
4133 std::set<const mtype *> listed_mons;
4134
4135 // Start printing monster names on row 4. Rows 0-2 are for labels, and row 3
4136 // is blank.
4137 point pr( hor_padding, 4 + startrow );
4138
4139 // Print monster names, starting with those at location 8 (nearby).
4140 for( int j = 8; j >= 0 && pr.y < maxheight; j-- ) {
4141 // Separate names by some number of spaces (more for local monsters).
4142 int namesep = ( j == 8 ? 2 : 1 );
4143 for( const mtype *type : unique_mons[j] ) {
4144 if( pr.y >= maxheight ) {
4145 // no space to print to anyway
4146 break;
4147 }
4148 if( listed_mons.count( type ) > 0 ) {
4149 // this type is already printed.
4150 continue;
4151 }
4152 listed_mons.insert( type );
4153
4154 const mtype &mt = *type;
4155 const std::string name = mt.nname();
4156
4157 // Move to the next row if necessary. (The +2 is for the "Z ").
4158 if( pr.x + 2 + utf8_width( name ) >= width ) {
4159 pr.y++;
4160 pr.x = hor_padding;
4161 }
4162
4163 if( pr.y < maxheight ) { // Don't print if we've overflowed
4164 mvwprintz( w, pr, mt.color, mt.sym );
4165 pr.x += 2; // symbol and space
4166 nc_color danger = c_dark_gray;
4167 if( mt.difficulty >= 30 ) {
4168 danger = c_red;
4169 } else if( mt.difficulty >= 16 ) {
4170 danger = c_light_red;
4171 } else if( mt.difficulty >= 8 ) {
4172 danger = c_white;
4173 } else if( mt.agro > 0 ) {
4174 danger = c_light_gray;
4175 }
4176 mvwprintz( w, pr, danger, name );
4177 pr.x += utf8_width( name ) + namesep;
4178 }
4179 }
4180 }
4181}
@ NPCATT_KILL
Definition: npc.h:91
@ NPCATT_FOLLOW
Definition: npc.h:84
std::vector< const mtype * > unique_mons[9]
Definition: avatar.h:47
bool dangerous[8]
Definition: avatar.h:50
std::vector< npc * > unique_types[9]
Definition: avatar.h:46
Definition: mtype.h:208
std::string sym
UTF-8 encoded symbol, should be exactly one cell wide.
Definition: mtype.h:253
nc_color color
Definition: mtype.h:258
int difficulty
Definition: mtype.h:264
int agro
e.g.
Definition: mtype.h:269

References _, mtype::agro, c, c_dark_gray, c_light_gray, c_light_green, c_light_red, c_pink, c_red, c_white, mtype::color, monster_visible_info::dangerous, mtype::difficulty, avatar::get_mon_visible(), catacurses::getmaxx(), catacurses::getmaxy(), mvwprintz(), om_direction::name(), mtype::nname(), NPCATT_FOLLOW, NPCATT_KILL, mtype::sym, type, u, monster_visible_info::unique_mons, monster_visible_info::unique_types, utf8_width(), point::x, and point::y.

◆ mon_info_update()

void game::mon_info_update ( )

Definition at line 4183 of file game.cpp.

4184{
4185 int newseen = 0;
4186 const int safe_proxy_dist = get_option<int>( "SAFEMODEPROXIMITY" );
4187 const int iProxyDist = ( safe_proxy_dist <= 0 ) ? MAX_VIEW_DISTANCE :
4188 safe_proxy_dist;
4189
4190 monster_visible_info &mon_visible = u.get_mon_visible();
4191 auto &new_seen_mon = mon_visible.new_seen_mon;
4192 auto &unique_types = mon_visible.unique_types;
4193 auto &unique_mons = mon_visible.unique_mons;
4194 auto &dangerous = mon_visible.dangerous;
4195
4196 // 7 0 1 unique_types uses these indices;
4197 // 6 8 2 0-7 are provide by direction_from()
4198 // 5 4 3 8 is used for local monsters (for when we explain them below)
4199 for( auto &t : unique_types ) {
4200 t.clear();
4201 }
4202 for( auto &m : unique_mons ) {
4203 m.clear();
4204 }
4205 std::fill( dangerous, dangerous + 8, false );
4206
4207 const tripoint view = u.pos() + u.view_offset;
4208 new_seen_mon.clear();
4209
4210 // TODO: no reason to have it static here
4211 static time_point previous_turn = calendar::start_of_cataclysm;
4212 const time_duration sm_ignored_time = time_duration::from_turns(
4213 get_option<int>( "SAFEMODEIGNORETURNS" ) );
4214
4216 monster *m = dynamic_cast<monster *>( c );
4217 npc *p = dynamic_cast<npc *>( c );
4218 const direction dir_to_mon = direction_from( view.xy(), point( c->posx(), c->posy() ) );
4219 const int mx = POSX + ( c->posx() - view.x );
4220 const int my = POSY + ( c->posy() - view.y );
4221 int index = 8;
4222 if( !is_valid_in_w_terrain( point( mx, my ) ) ) {
4223 // for compatibility with old code, see diagram below, it explains the values for index,
4224 // also might need revisiting one z-levels are in.
4225 switch( dir_to_mon ) {
4229 index = 7;
4230 break;
4232 case direction::NORTH:
4234 index = 0;
4235 break;
4239 index = 1;
4240 break;
4242 case direction::WEST:
4244 index = 6;
4245 break;
4247 case direction::CENTER:
4249 index = 8;
4250 break;
4252 case direction::EAST:
4254 index = 2;
4255 break;
4259 index = 5;
4260 break;
4262 case direction::SOUTH:
4264 index = 4;
4265 break;
4269 index = 3;
4270 break;
4271 }
4272 }
4273
4274 rule_state safemode_state = RULE_NONE;
4275 const bool safemode_empty = get_safemode().empty();
4276
4277 if( m != nullptr ) {
4278 //Safemode monster check
4279 monster &critter = *m;
4280
4281 const monster_attitude matt = critter.attitude( &u );
4282 const int mon_dist = rl_dist( u.pos(), critter.pos() );
4283 safemode_state = get_safemode().check_monster( critter.name(), critter.attitude_to( u ), mon_dist );
4284
4285 if( ( !safemode_empty && safemode_state == RULE_BLACKLISTED ) || ( safemode_empty &&
4286 ( MATT_ATTACK == matt || MATT_FOLLOW == matt ) ) ) {
4287 if( index < 8 && critter.sees( g->u ) ) {
4288 dangerous[index] = true;
4289 }
4290
4291 if( !safemode_empty || mon_dist <= iProxyDist ) {
4292 bool passmon = false;
4293 if( critter.ignoring > 0 ) {
4294 if( safe_mode != SAFE_MODE_ON ) {
4295 critter.ignoring = 0;
4296 } else if( ( sm_ignored_time == 0_seconds || ( critter.lastseen_turn &&
4297 *critter.lastseen_turn > calendar::turn - sm_ignored_time ) ) &&
4298 ( mon_dist > critter.ignoring / 2 || mon_dist < 6 ) ) {
4299 passmon = true;
4300 }
4301 critter.lastseen_turn = calendar::turn;
4302 }
4303
4304 if( !passmon ) {
4305 newseen++;
4306 new_seen_mon.push_back( shared_from( critter ) );
4307 }
4308 }
4309 }
4310
4311 std::vector<const mtype *> &vec = unique_mons[index];
4312 if( std::find( vec.begin(), vec.end(), critter.type ) == vec.end() ) {
4313 vec.push_back( critter.type );
4314 }
4315 } else if( p != nullptr ) {
4316 //Safe mode NPC check
4317
4318 const int npc_dist = rl_dist( u.pos(), p->pos() );
4319 safemode_state = get_safemode().check_monster( get_safemode().npc_type_name(), p->attitude_to( u ),
4320 npc_dist );
4321
4322 if( ( !safemode_empty && safemode_state == RULE_BLACKLISTED ) || ( safemode_empty &&
4323 p->get_attitude() == NPCATT_KILL ) ) {
4324 if( !safemode_empty || npc_dist <= iProxyDist ) {
4325 newseen++;
4326 }
4327 }
4328 unique_types[index].push_back( p );
4329 }
4330 }
4331
4332 if( newseen > mostseen ) {
4333 if( newseen - mostseen == 1 ) {
4334 if( !new_seen_mon.empty() ) {
4335 monster &critter = *new_seen_mon.back();
4337 string_format( _( "%s spotted!" ), critter.name() ) );
4338 if( u.has_trait( trait_id( "M_DEFENDER" ) ) && critter.type->in_species( PLANT ) ) {
4339 add_msg( m_warning, _( "We have detected a %s - an enemy of the Mycus!" ), critter.name() );
4341 u.add_effect( effect_adrenaline_mycus, 30_minutes );
4342 } else if( u.get_effect_int( effect_adrenaline_mycus ) == 1 ) {
4343 // Triffids present. We ain't got TIME to adrenaline comedown!
4344 u.add_effect( effect_adrenaline_mycus, 15_minutes );
4345 u.mod_pain( 3 ); // Does take it out of you, though
4346 add_msg( m_info, _( "Our fibers strain with renewed wrath!" ) );
4347 }
4348 }
4349 } else {
4350 //Hostile NPC
4352 _( "Hostile survivor spotted!" ) );
4353 }
4354 } else {
4356 }
4358 if( safe_mode == SAFE_MODE_ON ) {
4360 }
4361 } else if( calendar::turn > previous_turn && get_option<bool>( "AUTOSAFEMODE" ) &&
4362 newseen == 0 ) { // Auto-safe mode, but only if it's a new turn
4363 turnssincelastmon += to_turns<int>( calendar::turn - previous_turn );
4364 if( turnssincelastmon >= get_option<int>( "AUTOSAFEMODETURNS" ) && safe_mode == SAFE_MODE_OFF ) {
4366 add_msg( m_info, _( "Safe mode ON!" ) );
4367 }
4368 }
4369
4370 if( newseen == 0 && safe_mode == SAFE_MODE_STOP ) {
4372 }
4373
4374 previous_turn = calendar::turn;
4375 mostseen = newseen;
4376}
int get_effect_int(const efftype_id &eff_id, body_part bp=num_bp) const
Returns the intensity of the matching effect.
Definition: creature.cpp:1250
virtual bool sees(const Creature &critter) const
The functions check whether this creature can see the target.
Definition: creature.cpp:202
bool cancel_activity_or_ignore_query(distraction_type type, const std::string &text)
Asks if the player wants to cancel their activity and if so cancels it.
Definition: game.cpp:1793
monster_attitude attitude(const Character *u=nullptr) const
Definition: monster.cpp:1066
cata::optional< time_point > lastseen_turn
Definition: monster.h:508
Attitude attitude_to(const Creature &other) const override
Attitude (of this creature) towards another creature.
Definition: npc.cpp:2077
rule_state check_monster(const std::string &creature_name_in, Creature::Attitude attitude_in, int proximity_in) const
bool empty() const
rule_state
Definition: enums.h:51
@ RULE_NONE
Definition: enums.h:52
bool is_valid_in_w_terrain(const point &p)
Definition: game.cpp:275
static const species_id PLANT("PLANT")
static const efftype_id effect_adrenaline_mycus("adrenaline_mycus")
static constexpr int MAPSIZE_X
monster_attitude
Definition: monster.h:54
@ MATT_FOLLOW
Definition: monster.h:60
@ MATT_ATTACK
Definition: monster.h:61
FMT_NOINLINE OutputIt fill(OutputIt it, size_t n, const fill_t< Char > &fill)
bool in_species(const species_id &spec) const
Definition: mtype.cpp:122

References _, ABOVECENTER, ABOVEEAST, ABOVENORTH, ABOVENORTHEAST, ABOVENORTHWEST, ABOVESOUTH, ABOVESOUTHEAST, ABOVESOUTHWEST, ABOVEWEST, Creature::add_effect(), add_msg(), monster::attitude(), monster::attitude_to(), npc::attitude_to(), BELOWCENTER, BELOWEAST, BELOWNORTH, BELOWNORTHEAST, BELOWNORTHWEST, BELOWSOUTH, BELOWSOUTHEAST, BELOWSOUTHWEST, BELOWWEST, c, cancel_activity_or_ignore_query(), CENTER, safemode::check_monster(), monster_visible_info::dangerous, direction_from(), EAST, effect_adrenaline_mycus, safemode::empty(), detail::fill(), detail::find(), time_duration::from_turns(), g, npc::get_attitude(), Creature::get_effect_int(), avatar::get_mon_visible(), get_safemode(), Character::get_visible_creatures(), Creature::has_effect(), Character::has_trait(), hostile_spotted_far, monster::ignoring, mtype::in_species(), is_valid_in_w_terrain(), monster::lastseen_turn, m, m_info, m_warning, MAPSIZE_X, MATT_ATTACK, MATT_FOLLOW, MAX_VIEW_DISTANCE, player::mod_pain(), mostseen, monster::name(), monster_visible_info::new_seen_mon, NORTH, NORTHEAST, NORTHWEST, NPCATT_KILL, PLANT, Character::pos(), monster::pos(), POSX, POSY, rl_dist(), RULE_BLACKLISTED, RULE_NONE, safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, SAFE_MODE_STOP, Creature::sees(), set_safe_mode(), shared_from(), SOUTH, SOUTHEAST, SOUTHWEST, calendar::start_of_cataclysm, string_format(), calendar::turn, turnssincelastmon, monster::type, u, monster_visible_info::unique_mons, monster_visible_info::unique_types, player::view_offset, WEST, tripoint::x, tripoint::xy(), and tripoint::y.

Referenced by do_turn().

◆ monmove()

void game::monmove ( )
private

Definition at line 4413 of file game.cpp.

4414{
4415 cleanup_dead();
4416
4417 for( monster &critter : all_monsters() ) {
4418 // Critters in impassable tiles get pushed away, unless it's not impassable for them
4419 if( !critter.is_dead() && m.impassable( critter.pos() ) && !critter.can_move_to( critter.pos() ) ) {
4420 std::string msg = string_format( "%s can't move to its location! %s %s", critter.name(),
4421 critter.pos().to_string(), m.tername( critter.pos() ) );
4422 dbg( DL::Error ) << msg;
4423 add_msg( m_debug, msg );
4424 bool okay = false;
4425 for( const tripoint &dest : m.points_in_radius( critter.pos(), 3 ) ) {
4426 if( critter.can_move_to( dest ) && is_empty( dest ) ) {
4427 critter.setpos( dest );
4428 okay = true;
4429 break;
4430 }
4431 }
4432 if( !okay ) {
4433 // die of "natural" cause (overpopulation is natural)
4434 critter.die( nullptr );
4435 }
4436 }
4437
4438 if( !critter.is_dead() ) {
4439 critter.process_items();
4440 }
4441
4442 if( !critter.is_dead() ) {
4443 critter.process_turn();
4444 }
4445
4446 m.creature_in_field( critter );
4447 if( calendar::once_every( 1_days ) ) {
4448 if( critter.has_flag( MF_MILKABLE ) ) {
4449 critter.refill_udders();
4450 }
4451 critter.try_reproduce();
4452 }
4453 while( critter.moves > 0 && !critter.is_dead() && !critter.has_effect( effect_ridden ) ) {
4454 critter.made_footstep = false;
4455 // Controlled critters don't make their own plans
4456 if( !critter.has_effect( effect_ai_controlled ) ) {
4457 // Formulate a path to follow
4458 critter.plan();
4459 }
4460 critter.move(); // Move one square, possibly hit u
4461 critter.process_triggers();
4462 m.creature_in_field( critter );
4463 }
4464
4465 if( !critter.is_dead() &&
4466 u.has_active_bionic( bionic_id( "bio_alarm" ) ) &&
4467 u.get_power_level() >= 25_kJ &&
4468 rl_dist( u.pos(), critter.pos() ) <= 5 &&
4469 !critter.is_hallucination() ) {
4470 u.mod_power_level( -25_kJ );
4471 add_msg( m_warning, _( "Your motion alarm goes off!" ) );
4473 _( "Your motion alarm goes off!" ) );
4474 if( u.has_effect( efftype_id( "sleep" ) ) ) {
4475 u.wake_up();
4476 }
4477 }
4478 }
4479
4480 cleanup_dead();
4481
4482 // The remaining monsters are all alive, but may be outside of the reality bubble.
4483 // If so, despawn them. This is not the same as dying, they will be stored for later and the
4484 // monster::die function is not called.
4485 for( monster &critter : all_monsters() ) {
4486 if( critter.posx() < 0 - ( MAPSIZE_X ) / 6 ||
4487 critter.posy() < 0 - ( MAPSIZE_Y ) / 6 ||
4488 critter.posx() > ( MAPSIZE_X * 7 ) / 6 ||
4489 critter.posy() > ( MAPSIZE_Y * 7 ) / 6 ) {
4490 despawn_monster( critter );
4491 }
4492 }
4493
4494 // Now, do active NPCs.
4495 for( npc &guy : g->all_npcs() ) {
4496 int turns = 0;
4497 if( guy.is_mounted() ) {
4498 guy.check_mount_is_spooked();
4499 }
4500 m.creature_in_field( guy );
4501 if( !guy.has_effect( effect_npc_suspend ) ) {
4502 guy.process_turn();
4503 }
4504 while( !guy.is_dead() && guy.moves > 0 && turns < 10 &&
4505 ( !guy.in_sleep_state() || guy.activity.id() == ACT_OPERATION )
4506 ) {
4507 int moves = guy.moves;
4508 guy.move();
4509 if( moves == guy.moves ) {
4510 // Count every time we exit npc::move() without spending any moves.
4511 turns++;
4512 }
4513
4514 // Turn on debug mode when in infinite loop
4515 // It has to be done before the last turn, otherwise
4516 // there will be no meaningful debug output.
4517 if( turns == 9 ) {
4518 debugmsg( "NPC %s entered infinite loop. Turning on debug mode",
4519 guy.name );
4520 debug_mode = true;
4521 }
4522 }
4523
4524 // If we spun too long trying to decide what to do (without spending moves),
4525 // Invoke cognitive suspension to prevent an infinite loop.
4526 if( turns == 10 ) {
4527 add_msg( _( "%s faints!" ), guy.name );
4528 guy.reboot();
4529 }
4530
4531 if( !guy.is_dead() ) {
4532 guy.npc_update_body();
4533 }
4534 }
4535 cleanup_dead();
4536}
void mod_power_level(const units::energy &npower)
Definition: character.cpp:1987
units::energy get_power_level() const
Definition: character.cpp:1967
void wake_up()
Definition: avatar.cpp:956
static const activity_id ACT_OPERATION("ACT_OPERATION")
static const efftype_id effect_npc_suspend("npc_suspend")
static const efftype_id effect_ai_controlled("ai_controlled")
static constexpr int MAPSIZE_Y
@ MF_MILKABLE
Definition: mtype.h:167

References _, ACT_OPERATION, add_msg(), all_monsters(), cancel_activity_or_ignore_query(), cleanup_dead(), map::creature_in_field(), dbg, debug_mode, debugmsg, despawn_monster(), effect_ai_controlled, effect_npc_suspend, effect_ridden, Error, g, Character::get_power_level(), Character::has_active_bionic(), Creature::has_effect(), map::impassable(), is_empty(), m, m_debug, m_warning, MAPSIZE_X, MAPSIZE_Y, MF_MILKABLE, Character::mod_power_level(), motion_alarm, calendar::once_every(), map::points_in_radius(), Character::pos(), rl_dist(), string_format(), map::tername(), u, and avatar::wake_up().

Referenced by do_turn().

◆ mouse_edge_scrolling()

std::pair< tripoint, tripoint > game::mouse_edge_scrolling ( input_context ctxt,
int  speed,
const tripoint last,
bool  iso 
)
private

Definition at line 2355 of file game.cpp.

2357{
2358 const int rate = get_option<int>( "EDGE_SCROLL" );
2359 auto ret = std::make_pair( tripoint_zero, last );
2360 if( rate == -1 ) {
2361 // Fast return when the option is disabled.
2362 return ret;
2363 }
2364 // Ensure the parameters are used even if the #if below is false
2365 ( void ) ctxt;
2366 ( void ) speed;
2367 ( void ) iso;
2368#if (defined TILES || defined _WIN32 || defined WINDOWS)
2369 auto now = std::chrono::steady_clock::now();
2370 if( now < last_mouse_edge_scroll + std::chrono::milliseconds( rate ) ) {
2371 return ret;
2372 } else {
2374 }
2375 const input_event event = ctxt.get_raw_input();
2376 if( event.type == CATA_INPUT_MOUSE ) {
2377 const point threshold( projected_window_width() / 100, projected_window_height() / 100 );
2378 if( event.mouse_pos.x <= threshold.x ) {
2379 ret.first.x -= speed;
2380 if( iso ) {
2381 ret.first.y -= speed;
2382 }
2383 } else if( event.mouse_pos.x >= projected_window_width() - threshold.x ) {
2384 ret.first.x += speed;
2385 if( iso ) {
2386 ret.first.y += speed;
2387 }
2388 }
2389 if( event.mouse_pos.y <= threshold.y ) {
2390 ret.first.y -= speed;
2391 if( iso ) {
2392 ret.first.x += speed;
2393 }
2394 } else if( event.mouse_pos.y >= projected_window_height() - threshold.y ) {
2395 ret.first.y += speed;
2396 if( iso ) {
2397 ret.first.x -= speed;
2398 }
2399 }
2400 ret.second = ret.first;
2401 } else if( event.type == CATA_INPUT_TIMEOUT ) {
2402 ret.first = ret.second;
2403 }
2404#endif
2405 return ret;
2406}
@ CATA_INPUT_TIMEOUT
Definition: input.h:81
@ CATA_INPUT_MOUSE
Definition: input.h:84

References CATA_INPUT_MOUSE, CATA_INPUT_TIMEOUT, input_context::get_raw_input(), iso, last, last_mouse_edge_scroll, cata::hash64_detail::ret, tripoint_zero, point::x, and point::y.

Referenced by mouse_edge_scrolling_overmap(), and mouse_edge_scrolling_terrain().

◆ mouse_edge_scrolling_overmap()

tripoint game::mouse_edge_scrolling_overmap ( input_context ctxt)

This variant is suitable for the overmap.

Definition at line 2417 of file game.cpp.

2418{
2419 // overmap has no iso mode
2423 return ret.first;
2424}
std::pair< tripoint, tripoint > mouse_edge_scrolling(input_context &ctxt, int speed, const tripoint &last, bool iso)
Definition: game.cpp:2355
tripoint last_mouse_edge_scroll_vector_terrain
Definition: game.h:1117
tripoint last_mouse_edge_scroll_vector_overmap
Definition: game.h:1118

References last_mouse_edge_scroll_vector_overmap, last_mouse_edge_scroll_vector_terrain, mouse_edge_scrolling(), cata::hash64_detail::ret, and tripoint_zero.

◆ mouse_edge_scrolling_terrain()

tripoint game::mouse_edge_scrolling_terrain ( input_context ctxt)

Used to implement mouse "edge scrolling".

Returns a tripoint which is a vector of the resulting "move", i.e. (0, 0, 0) if the mouse is not at the edge of the screen, otherwise some (x, y, 0) depending on which edges are hit. This variant adjust scrolling speed according to zoom level, making it suitable when viewing the "terrain".

Definition at line 2408 of file game.cpp.

References DEFAULT_TILESET_ZOOM, last_mouse_edge_scroll_vector_overmap, last_mouse_edge_scroll_vector_terrain, mouse_edge_scrolling(), cata::hash64_detail::ret, tile_iso, tileset_zoom, and tripoint_zero.

Referenced by look_around().

◆ move_save_to_graveyard()

void game::move_save_to_graveyard ( const std::string &  dirname)
private

Definition at line 2789 of file game.cpp.

2790{
2791 const std::string save_dir = get_world_base_save_path();
2792 const std::string graveyard_dir = PATH_INFO::graveyarddir() + "/";
2793 const std::string graveyard_save_dir = graveyard_dir + dirname + "/";
2794 const std::string prefix = base64_encode( u.name ) + ".";
2795
2796 if( !assure_dir_exist( graveyard_dir ) ) {
2797 debugmsg( "could not create graveyard path '%s'", graveyard_dir );
2798 }
2799
2800 if( !assure_dir_exist( graveyard_save_dir ) ) {
2801 debugmsg( "could not create graveyard path '%s'", graveyard_save_dir );
2802 }
2803
2804 const auto save_files = get_files_from_path( prefix, save_dir );
2805 if( save_files.empty() ) {
2806 debugmsg( "could not find save files in '%s'", save_dir );
2807 }
2808
2809 for( const auto &src_path : save_files ) {
2810 const std::string dst_path = graveyard_save_dir +
2811 src_path.substr( src_path.rfind( '/' ), std::string::npos );
2812
2813 if( rename_file( src_path, dst_path ) ) {
2814 continue;
2815 }
2816
2817 debugmsg( "could not rename file '%s' to '%s'", src_path, dst_path );
2818
2819 if( remove_file( src_path ) ) {
2820 continue;
2821 }
2822
2823 debugmsg( "could not remove file '%s'", src_path );
2824 }
2825}
@ prefix
Definition: enums.h:79
bool remove_file(const std::string &path)
Remove a file.
Definition: filesystem.cpp:89
bool assure_dir_exist(const std::string &path)
Create directory if it does not exist.
Definition: filesystem.cpp:48
bool rename_file(const std::string &old_path, const std::string &new_path)
Rename a file, overwriting the target.
Definition: filesystem.cpp:105
std::vector< std::string > get_files_from_path(const std::string &pattern, const std::string &root_path, const bool recursive_search, const bool match_extension)
Returns a vector of files or directories matching pattern at root_path.
Definition: filesystem.cpp:362
std::string graveyarddir()
Definition: path_info.cpp:202

References assure_dir_exist(), base64_encode(), debugmsg, get_files_from_path(), get_world_base_save_path(), PATH_INFO::graveyarddir(), Character::name, prefix, remove_file(), rename_file(), and u.

Referenced by cleanup_at_end().

◆ moving_vehicle_dismount()

void game::moving_vehicle_dismount ( const tripoint dest_loc)

Handles players exiting from moving vehicles.

Definition at line 5435 of file game.cpp.

5436{
5437 const optional_vpart_position vp = m.veh_at( u.pos() );
5438 if( !vp ) {
5439 debugmsg( "Tried to exit non-existent vehicle." );
5440 return;
5441 }
5442 vehicle *const veh = &vp->vehicle();
5443 if( u.pos() == dest_loc ) {
5444 debugmsg( "Need somewhere to dismount towards." );
5445 return;
5446 }
5447 tileray ray( dest_loc.xy() + point( -u.posx(), -u.posy() ) );
5448 // TODO:: make dir() const correct!
5449 const units::angle d = ray.dir();
5450 add_msg( _( "You dive from the %s." ), veh->name );
5451 m.unboard_vehicle( u.pos() );
5452 u.moves -= 200;
5453 // Dive three tiles in the direction of tox and toy
5454 fling_creature( &u, d, 30, true );
5455 // Hit the ground according to vehicle speed
5456 if( !m.has_flag( "SWIMMABLE", u.pos() ) ) {
5457 if( veh->velocity > 0 ) {
5458 fling_creature( &u, veh->face.dir(), veh->velocity / static_cast<float>( 100 ) );
5459 } else {
5460 fling_creature( &u, veh->face.dir() + 180_degrees,
5461 -( veh->velocity ) / static_cast<float>( 100 ) );
5462 }
5463 }
5464}
void fling_creature(Creature *c, const units::angle &dir, float flvel, bool controlled=false, bool suppress_map_update=false)
Flings the input creature in the given direction.
Definition: game.cpp:10326

References _, add_msg(), debugmsg, tileray::dir(), vehicle::face, fling_creature(), map::has_flag(), m, Creature::moves, vehicle::name, Character::pos(), Character::posx(), Character::posy(), u, map::unboard_vehicle(), map::veh_at(), vehicle::velocity, and tripoint::xy().

◆ natural_light_level()

float game::natural_light_level ( int  zlev) const

Definition at line 3870 of file game.cpp.

3871{
3872 // ignore while underground or above limits
3873 if( zlev > OVERMAP_HEIGHT || zlev < 0 ) {
3874 return LIGHT_AMBIENT_MINIMAL;
3875 }
3876
3877 if( latest_lightlevels[zlev] > -std::numeric_limits<float>::max() ) {
3878 // Already found the light level for now?
3879 return latest_lightlevels[zlev];
3880 }
3881
3882 float ret = LIGHT_AMBIENT_MINIMAL;
3883
3884 // Sunlight/moonlight related stuff
3886 if( !weather.lightning_active ) {
3888 } else {
3889 // Recent lightning strike has lit the area
3891 }
3892
3894
3895 // Artifact light level changes here. Even though some of these only have an effect
3896 // aboveground it is cheaper performance wise to simply iterate through the entire
3897 // list once instead of twice.
3898 float mod_ret = -1;
3899 // Each artifact change does std::max(mod_ret, new val) since a brighter end value
3900 // will trump a lower one.
3901 if( const timed_event *e = timed_events.get( TIMED_EVENT_DIM ) ) {
3902 // TIMED_EVENT_DIM slowly dims the natural sky level, then relights it.
3903 const time_duration left = e->when - calendar::turn;
3904 // TIMED_EVENT_DIM has an occurrence date of turn + 50, so the first 25 dim it,
3905 if( left > 25_turns ) {
3906 mod_ret = std::max( static_cast<double>( mod_ret ), ( ret * ( left - 25_turns ) ) / 25_turns );
3907 // and the last 25 scale back towards normal.
3908 } else {
3909 mod_ret = std::max( static_cast<double>( mod_ret ), ( ret * ( 25_turns - left ) ) / 25_turns );
3910 }
3911 }
3913 // TIMED_EVENT_ARTIFACT_LIGHT causes everywhere to become as bright as day.
3914 mod_ret = std::max<float>( ret, default_daylight_level() );
3915 }
3916 // If we had a changed light level due to an artifact event then it overwrites
3917 // the natural light level.
3918 if( mod_ret > -1 ) {
3919 ret = mod_ret;
3920 }
3921
3922 // Cap everything to our minimum light level
3923 ret = std::max<float>( LIGHT_AMBIENT_MINIMAL, ret );
3924
3925 latest_lightlevels[zlev] = ret;
3926
3927 return ret;
3928}
double default_daylight_level()
How much light is provided in full daylight.
Definition: calendar.cpp:62
float sunlight(const time_point &p, const bool vision)
Returns the current sunlight or moonlight level through the preceding functions.
Definition: calendar.cpp:199
std::array< float, OVERMAP_LAYERS > latest_lightlevels
Definition: game.h:1090
bool queued(timed_event_type type) const
timed_event * get(timed_event_type type)
weather_type_id weather_id
Definition: weather.h:193
static constexpr float LIGHT_AMBIENT_MINIMAL
Definition: lightmap.h:12
@ TIMED_EVENT_DIM
Definition: timed_event.h:22
@ TIMED_EVENT_ARTIFACT_LIGHT
Definition: timed_event.h:23

References default_daylight_level(), timed_event_manager::get(), get_weather, latest_lightlevels, left, LIGHT_AMBIENT_MINIMAL, weather_type::light_modifier, OVERMAP_HEIGHT, timed_event_manager::queued(), cata::hash64_detail::ret, sunlight(), TIMED_EVENT_ARTIFACT_LIGHT, TIMED_EVENT_DIM, timed_events, calendar::turn, and weather_manager::weather_id.

Referenced by light_level().

◆ npc_menu()

bool game::npc_menu ( npc who)

Returns true if the menu handled stuff and player shouldn't do anything else.

Perception slightly increases precision when examining NPCs' wounds Firstaid increases precision when examining NPCs' wounds

Definition at line 5566 of file game.cpp.

5567{
5568 enum choices : int {
5569 talk = 0,
5570 swap_pos,
5571 push,
5572 examine_wounds,
5573 use_item,
5574 sort_armor,
5575 attack,
5576 disarm,
5577 steal
5578 };
5579
5580 const bool obeys = debug_mode || ( who.is_player_ally() && !who.in_sleep_state() );
5581
5582 uilist amenu;
5583
5584 amenu.text = string_format( _( "What to do with %s?" ), who.disp_name() );
5585 amenu.addentry( talk, true, 't', _( "Talk" ) );
5586 amenu.addentry( swap_pos, obeys && !who.is_mounted() &&
5587 !u.is_mounted(), 's', _( "Swap positions" ) );
5588 amenu.addentry( push, obeys && !who.is_mounted(), 'p', _( "Push away" ) );
5589 amenu.addentry( examine_wounds, true, 'w', _( "Examine wounds" ) );
5590 amenu.addentry( use_item, true, 'i', _( "Use item on" ) );
5591 amenu.addentry( sort_armor, true, 'r', _( "Sort armor" ) );
5592 amenu.addentry( attack, true, 'a', _( "Attack" ) );
5593 if( !who.is_player_ally() ) {
5594 amenu.addentry( disarm, who.is_armed(), 'd', _( "Disarm" ) );
5595 amenu.addentry( steal, !who.is_enemy(), 'S', _( "Steal" ) );
5596 }
5597
5598 amenu.query();
5599
5600 const int choice = amenu.ret;
5601 if( choice == talk ) {
5602 who.talk_to_u();
5603 } else if( choice == swap_pos ) {
5604 if( !prompt_dangerous_tile( who.pos() ) ) {
5605 return true;
5606 }
5607 // TODO: Make NPCs protest when displaced onto dangerous crap
5608 add_msg( _( "You swap places with %s." ), who.name );
5609 swap_critters( u, who );
5610 // TODO: Make that depend on stuff
5611 u.mod_moves( -200 );
5612 } else if( choice == push ) {
5613 // TODO: Make NPCs protest when displaced onto dangerous crap
5614 tripoint oldpos = who.pos();
5615 who.move_away_from( u.pos(), true );
5616 u.mod_moves( -20 );
5617 if( oldpos != who.pos() ) {
5618 add_msg( _( "%s moves out of the way." ), who.name );
5619 } else {
5620 add_msg( m_warning, _( "%s has nowhere to go!" ), who.name );
5621 }
5622 } else if( choice == examine_wounds ) {
5623 ///\EFFECT_PER slightly increases precision when examining NPCs' wounds
5624
5625 ///\EFFECT_FIRSTAID increases precision when examining NPCs' wounds
5626 const bool precise = u.get_skill_level( skill_firstaid ) * 4 + u.per_cur >= 20;
5627 who.body_window( _( "Limbs of: " ) + who.disp_name(), true, precise, 0, 0, 0, 0.0f, 0.0f, 0.0f,
5628 0.0f, 0.0f );
5629 } else if( choice == use_item ) {
5630 static const std::string heal_string( "heal" );
5631 const auto will_accept = []( const item & it ) {
5632 const auto use_fun = it.get_use( heal_string );
5633 if( use_fun == nullptr ) {
5634 return false;
5635 }
5636
5637 const auto *actor = dynamic_cast<const heal_actor *>( use_fun->get_actor_ptr() );
5638
5639 return actor != nullptr &&
5640 actor->limb_power >= 0 &&
5641 actor->head_power >= 0 &&
5642 actor->torso_power >= 0;
5643 };
5644 item_location loc = game_menus::inv::titled_filter_menu( will_accept, u, _( "Use which item?" ) );
5645
5646 if( !loc ) {
5647 add_msg( _( "Never mind" ) );
5648 return false;
5649 }
5650 item &used = *loc;
5651 bool did_use = u.invoke_item( &used, heal_string, who.pos() );
5652 if( did_use ) {
5653 // Note: exiting a body part selection menu counts as use here
5654 u.mod_moves( -300 );
5655 }
5656 } else if( choice == sort_armor ) {
5657 who.sort_armor();
5658 u.mod_moves( -100 );
5659 } else if( choice == attack ) {
5660 if( who.is_enemy() || query_yn( _( "You may be attacked! Proceed?" ) ) ) {
5661 u.melee_attack( who, true );
5662 who.on_attacked( u );
5663 }
5664 } else if( choice == disarm ) {
5665 if( who.is_enemy() || query_yn( _( "You may be attacked! Proceed?" ) ) ) {
5666 u.disarm( who );
5667 }
5668 } else if( choice == steal && query_yn( _( "You may be attacked! Proceed?" ) ) ) {
5669 u.steal( who );
5670 }
5671
5672 return true;
5673}
hp_part body_window(const std::string &menu_header, bool show_all, bool precise, int normal_bonus, int head_bonus, int torso_bonus, float bleed, float bite, float infect, float bandage_power, float disinfectant_power) const
Displays menu with body part hp, optionally with hp estimation after healing.
Definition: character.cpp:5860
bool in_sleep_state() const override
Definition: character.cpp:9331
void melee_attack(Creature &t, bool allow_special, const matec_id &force_technique, bool allow_unarmed=true)
Sets up a melee attack and handles melee attack function calls.
Definition: melee.cpp:390
int per_cur
Definition: character.h:250
void steal(npc &target)
Try to steal an item from the NPC's inventory.
Definition: melee.cpp:2369
bool prompt_dangerous_tile(const tripoint &dest_loc) const
Definition: game.cpp:9266
bool swap_critters(Creature &, Creature &)
Swaps positions of two creatures.
Definition: game.cpp:5092
float limb_power
How much hp to restore when healing limbs?
Definition: iuse_actor.h:1011
void talk_to_u(bool radio_contact=false)
Definition: npctalk.cpp:731
void on_attacked(const Creature &attacker)
Definition: npc.cpp:1449
void move_away_from(const tripoint &p, bool no_bash_atk=false, std::set< tripoint > *nomove=nullptr)
Definition: npcmove.cpp:2530
void disarm(npc &target)
Try to disarm the NPC.
Definition: melee.cpp:2293
static const skill_id skill_firstaid("firstaid")
static void swap_pos(Creature &caster, const tripoint &target)
item_location steal(avatar &you, player &victim)
Menu for stealing stuff.
item_location titled_filter_menu(item_filter filter, avatar &you, const std::string &title, const std::string &none_message="")
void push(monster &z)
Definition: monexamine.cpp:552

References _, add_msg(), uilist::addentry(), Character::body_window(), debug_mode, player::disarm(), Character::disp_name(), Character::get_skill_level(), Character::in_sleep_state(), avatar::invoke_item(), Character::is_armed(), npc::is_enemy(), Character::is_mounted(), npc::is_player_ally(), heal_actor::limb_power, m_warning, Character::melee_attack(), Creature::mod_moves(), npc::move_away_from(), Character::name, npc::on_attacked(), Character::per_cur, Character::pos(), prompt_dangerous_tile(), monexamine::push(), uilist::query(), query_yn(), uilist::ret, skill_firstaid, player::sort_armor(), game_menus::inv::steal(), avatar::steal(), string_format(), swap_critters(), swap_pos(), npc::talk_to_u(), uilist::text, game_menus::inv::titled_filter_menu(), u, and avatar_action::use_item().

Referenced by examine().

◆ num_creatures()

size_t game::num_creatures ( ) const

Returns the approximate number of creatures in the reality bubble.

Because of performance restrictions it may return a slightly incorrect values (as it includes dead, but not yet cleaned up creatures).

Definition at line 5037 of file game.cpp.

5038{
5039 return critter_tracker->size() + active_npc.size() + 1; // 1 == g->u
5040}

References active_npc, and critter_tracker.

Referenced by display_visibility(), and fungal_effects::fungalize().

◆ on_move_effects()

void game::on_move_effects ( )

Definition at line 10284 of file game.cpp.

10285{
10286 // TODO: Move this to a character method
10287 if( !u.is_mounted() ) {
10288 const item muscle( "muscle" );
10289 for( const bionic_id &bid : u.get_bionic_fueled_with( muscle ) ) {
10290 if( u.has_active_bionic( bid ) ) {// active power gen
10291 u.mod_power_level( units::from_kilojoule( muscle.fuel_energy() ) * bid->fuel_efficiency );
10292 } else if( u.has_bionic( bid ) ) {// passive power gen
10293 u.mod_power_level( units::from_kilojoule( muscle.fuel_energy() ) * bid->passive_fuel_efficiency );
10294 }
10295 }
10296
10297 if( u.has_active_bionic( bionic_id( "bio_jointservo" ) ) ) {
10298 if( u.movement_mode_is( CMM_RUN ) ) {
10299 u.mod_power_level( -55_J );
10300 } else {
10301 u.mod_power_level( -35_J );
10302 }
10303 }
10304 }
10305
10306 if( u.movement_mode_is( CMM_RUN ) ) {
10307 if( !u.can_run() ) {
10309 }
10310 }
10311
10312 // apply martial art move bonuses
10313 u.martial_arts_data->ma_onmove_effects( u );
10314
10316}
@ CMM_RUN
Definition: character.h:103
bool can_run()
source of truth of whether a Character can run
Definition: character.cpp:1329
bool movement_mode_is(character_movemode mode) const
Check against the character's current movement mode.
Definition: character.cpp:1619
std::vector< bionic_id > get_bionic_fueled_with(const item &it) const
Return bionic_id of bionics able to use it as fuel.
Definition: character.cpp:1928
bool has_bionic(const bionic_id &b) const
Returns true if the player has the entered bionic id.
Definition: character.cpp:1877
void do_ambient()
Definition: sounds.cpp:1616
constexpr quantity< value_type, energy_in_joule_tag > from_kilojoule(const value_type v)
Definition: units_energy.h:32

References Character::can_run(), CMM_RUN, sfx::do_ambient(), units::from_kilojoule(), item::fuel_energy(), Character::get_bionic_fueled_with(), Character::has_active_bionic(), Character::has_bionic(), Character::is_mounted(), Character::martial_arts_data, Character::mod_power_level(), Character::movement_mode_is(), avatar::toggle_run_mode(), and u.

Referenced by phasing_move(), and walk_move().

◆ on_options_changed()

void game::on_options_changed ( )

Should be invoked whenever options change.

Definition at line 10318 of file game.cpp.

10319{
10320#if defined(TILES)
10321 tilecontext->on_options_changed();
10322#endif
10323 grid_tracker_ptr->on_options_changed();
10324}

References grid_tracker_ptr.

◆ open_consume_item_menu()

void game::open_consume_item_menu ( )
private

Definition at line 1487 of file handle_action.cpp.

1488{
1489 uilist as_m;
1490
1491 as_m.text = _( "What do you want to consume?" );
1492
1493 as_m.entries.emplace_back( 0, true, 'f', _( "Food" ) );
1494 as_m.entries.emplace_back( 1, true, 'd', _( "Drink" ) );
1495 as_m.entries.emplace_back( 2, true, 'm', _( "Medication" ) );
1496 as_m.query();
1497
1498 switch( as_m.ret ) {
1499 case 0:
1501 break;
1502 case 1:
1504 break;
1505 case 2:
1507 break;
1508 default:
1509 break;
1510 }
1511}
item_location consume_drink(player &p)
Consuming a drink item via a custom menu.
item_location consume_meds(player &p)
Consuming a medication item via a custom menu.
item_location consume_food(player &p)
Consuming a food item via a custom menu.

References _, game_menus::inv::consume_drink(), game_menus::inv::consume_food(), game_menus::inv::consume_meds(), avatar_action::eat(), uilist::entries, uilist::query(), uilist::ret, uilist::text, and u.

Referenced by handle_action().

◆ open_gate()

void game::open_gate ( const tripoint p)

Definition at line 5430 of file game.cpp.

5431{
5432 gates::open_gate( p, u );
5433}
void open_gate(const tripoint &pos, player &p)
opens the gate via player's activity
Definition: gates.cpp:236

References gates::open_gate(), and u.

◆ overmap_npc_move()

void game::overmap_npc_move ( )
private

Definition at line 4538 of file game.cpp.

4539{
4540 std::vector<npc *> travelling_npcs;
4541 static constexpr int move_search_radius = 600;
4542 for( auto &elem : overmap_buffer.get_npcs_near_player( move_search_radius ) ) {
4543 if( !elem ) {
4544 continue;
4545 }
4546 npc *npc_to_add = elem.get();
4547 if( ( !npc_to_add->is_active() || rl_dist( u.pos(), npc_to_add->pos() ) > SEEX * 2 ) &&
4548 npc_to_add->mission == NPC_MISSION_TRAVELLING ) {
4549 travelling_npcs.push_back( npc_to_add );
4550 }
4551 }
4552 for( auto &elem : travelling_npcs ) {
4553 if( elem->has_omt_destination() ) {
4554 if( !elem->omt_path.empty() && rl_dist( elem->omt_path.back(), elem->global_omt_location() ) > 2 ) {
4555 //recalculate path, we got distracted doing something else probably
4556 elem->omt_path.clear();
4557 }
4558 if( elem->omt_path.empty() ) {
4559 const tripoint_abs_omt &from = elem->global_omt_location();
4560 const tripoint_abs_omt &to = elem->goal;
4561 elem->omt_path = overmap_buffer.get_travel_path( elem->global_omt_location(), elem->goal,
4563 if( elem->omt_path.empty() ) {
4564 add_msg( m_debug, "%s couldn't find overmap path from %s to %s",
4565 elem->get_name(), from.to_string(), to.to_string() );
4566 elem->goal = npc::no_goal_point;
4567 elem->mission = NPC_MISSION_NULL;
4568 }
4569 } else {
4570 if( elem->omt_path.back() == elem->global_omt_location() ) {
4571 elem->omt_path.pop_back();
4572 }
4573 // TODO: fix point types
4574 elem->travel_overmap(
4575 project_to<coords::sm>( elem->omt_path.back() ).raw() );
4576 }
4577 reload_npcs();
4578 }
4579 }
4580 return;
4581}
std::vector< tripoint_abs_omt > omt_path
Definition: character.h:970
static constexpr tripoint_abs_omt no_goal_point
Definition: npc.h:1338
bool is_active() const
Definition: npc.cpp:2195
std::vector< tripoint_abs_omt > get_travel_path(const tripoint_abs_omt &src, const tripoint_abs_omt &dest, overmap_path_params params)
@ NPC_MISSION_NULL
Definition: npc.h:179
@ NPC_MISSION_TRAVELLING
Definition: npc.h:191
static overmap_path_params for_npc()

References add_msg(), overmap_path_params::for_npc(), overmapbuffer::get_npcs_near_player(), overmapbuffer::get_travel_path(), npc::is_active(), m_debug, npc::mission, npc::no_goal_point, NPC_MISSION_NULL, NPC_MISSION_TRAVELLING, Character::omt_path, overmap_buffer, Character::pos(), reload_npcs(), rl_dist(), SEEX, coords::coord_point< Point, Origin, Scale >::to_string(), and u.

Referenced by do_turn().

◆ peek() [1/2]

void game::peek ( )

Definition at line 5925 of file game.cpp.

5926{
5927 const cata::optional<tripoint> p = choose_direction( _( "Peek where?" ), true );
5928 if( !p ) {
5929 return;
5930 }
5931
5932 if( p->z != 0 ) {
5933 const tripoint old_pos = u.pos();
5934 vertical_move( p->z, false, true );
5935
5936 if( old_pos != u.pos() ) {
5937 look_around();
5938 vertical_move( p->z * -1, false, true );
5939 }
5940 return;
5941 }
5942
5943 if( m.impassable( u.pos() + *p ) || m.obstructed_by_vehicle_rotation( u.pos(), u.pos() + *p ) ) {
5944 return;
5945 }
5946
5947 peek( u.pos() + *p );
5948}
cata::optional< tripoint > choose_direction(const std::string &message, const bool allow_vertical)
Request player input of a direction, possibly including vertical component.
Definition: action.cpp:977

References _, choose_direction(), map::impassable(), look_around(), m, map::obstructed_by_vehicle_rotation(), peek(), Character::pos(), u, and vertical_move().

Referenced by handle_action(), and peek().

◆ peek() [2/2]

void game::peek ( const tripoint p)

Definition at line 5950 of file game.cpp.

5951{
5952 u.moves -= 200;
5953 tripoint prev = u.pos();
5954 u.setpos( p );
5955 tripoint center = p;
5956 const look_around_result result = look_around( /*show_window=*/true, center, center, false, false,
5957 true );
5958 u.setpos( prev );
5959
5960 if( result.peek_action && *result.peek_action == PA_BLIND_THROW ) {
5961 item_location loc;
5962 avatar_action::plthrow( u, loc, p );
5963 }
5965}

References center, map::invalidate_map_cache(), look_around(), m, Creature::moves, PA_BLIND_THROW, avatar_action::plthrow(), Character::pos(), Character::setpos(), u, and tripoint::z.

◆ perhaps_add_random_npc()

void game::perhaps_add_random_npc ( )
private

Definition at line 11614 of file game.cpp.

11615{
11616 if( !calendar::once_every( 1_hours ) ) {
11617 return;
11618 }
11619 // Create a new NPC?
11620 // Only allow NPCs on 0 z-level, otherwise they can bug out due to lack of spots
11621 if( !get_option<bool>( "RANDOM_NPC" ) || ( !m.has_zlevels() && get_levz() != 0 ) ) {
11622 return;
11623 }
11624
11625 float density = get_option<float>( "NPC_DENSITY" );
11626 static constexpr int density_search_radius = 60;
11627 const float npc_num = overmap_buffer.get_npcs_near_player( density_search_radius ).size();
11628 if( npc_num > 0.0 ) {
11629 // 100%, 80%, 64%, 52%, 41%, 33%...
11630 density *= std::pow( 0.8f, npc_num );
11631 }
11632
11633 if( !x_in_y( density, 100 ) ) {
11634 return;
11635 }
11636 bool spawn_allowed = false;
11638 int counter = 0;
11639 while( !spawn_allowed ) {
11640 if( counter >= 10 ) {
11641 return;
11642 }
11643 static constexpr int radius_spawn_range = 120;
11644 const tripoint_abs_omt u_omt = u.global_omt_location();
11645 spawn_point = u_omt + point( rng( -radius_spawn_range, radius_spawn_range ),
11646 rng( -radius_spawn_range, radius_spawn_range ) );
11647 spawn_point.z() = 0;
11648 const oter_id oter = overmap_buffer.ter( spawn_point );
11649 // shouldn't spawn on lakes or rivers.
11650 if( !is_river_or_lake( oter ) ) {
11651 spawn_allowed = true;
11652 }
11653 counter += 1;
11654 }
11655 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
11656 tmp->normalize();
11657 tmp->randomize();
11658 std::string new_fac_id = "solo_";
11659 new_fac_id += tmp->name;
11660 // create a new "lone wolf" faction for this one NPC
11661 faction *new_solo_fac = faction_manager_ptr->add_new_faction( tmp->name, faction_id( new_fac_id ),
11662 faction_id( "no_faction" ) );
11663 tmp->set_fac( new_solo_fac ? new_solo_fac->id : faction_id( "no_faction" ) );
11664 // adds the npc to the correct overmap.
11665 // Only spawn random NPCs on z-level 0
11666 // TODO: fix point types
11667 tripoint submap_spawn = omt_to_sm_copy( spawn_point.raw() );
11668 tmp->spawn_at_sm( tripoint( submap_spawn.xy(), 0 ) );
11670 tmp->form_opinion( u );
11671 tmp->mission = NPC_MISSION_NULL;
11672 tmp->long_term_goal_action();
11673 tmp->add_new_mission( mission::reserve_random( ORIGIN_ANY_NPC, tmp->global_omt_location(),
11674 tmp->getID() ) );
11675 // This will make the new NPC active- if its nearby to the player
11676 load_npcs();
11677}
faction_id id
Definition: faction.h:82
point omt_to_sm_copy(const point &p)
@ ORIGIN_ANY_NPC
Definition: mission.h:46
bool is_river_or_lake(const oter_id &ter)
Definition: overmap.cpp:563

References faction_manager_ptr, get_levz(), overmapbuffer::get_npcs_near_player(), Character::global_omt_location(), map::has_zlevels(), faction_template::id, overmapbuffer::insert_npc(), is_river_or_lake(), load_npcs(), m, NPC_MISSION_NULL, omt_to_sm_copy(), calendar::once_every(), ORIGIN_ANY_NPC, overmap_buffer, mission::reserve_random(), rng(), overmapbuffer::ter(), u, x_in_y(), and tripoint::xy().

Referenced by do_turn().

◆ phasing_move()

bool game::phasing_move ( const tripoint dest,
bool  via_ramp = false 
)

Definition at line 10016 of file game.cpp.

10017{
10018 if( dest_loc.z != u.posz() && !via_ramp ) {
10019 // No vertical phasing yet
10020 return false;
10021 }
10022
10023 //probability travel through walls but not water
10024 tripoint dest = dest_loc;
10025 // tile is impassable
10026 int tunneldist = 0;
10027 const point d( sgn( dest.x - u.posx() ), sgn( dest.y - u.posy() ) );
10028 while( m.impassable( dest ) ||
10029 ( critter_at( dest ) != nullptr && tunneldist > 0 ) ) {
10030 //add 1 to tunnel distance for each impassable tile in the line
10031 tunneldist += 1;
10032 //Being dimensionally anchored prevents quantum shenanigans.
10033 if( u.worn_with_flag( "DIMENSIONAL_ANCHOR" ) || u.has_effect_with_flag( "DIMENSIONAL_ANCHOR" ) ) {
10035 _( "You try to quantum tunnel through the barrier, but something holds you back!" ) );
10036 return false;
10037 }
10038
10039 if( tunneldist > 24 ) {
10040 add_msg( m_info, _( "It's too dangerous to tunnel that far!" ) );
10041 return false;
10042 }
10043
10044 dest.x += d.x;
10045 dest.y += d.y;
10046 }
10047
10048 if( tunneldist != 0 ) {
10049 if( ( tunneldist - 1 ) * 100_kJ
10050 > //The first 100 was already taken up by the bionic's activation cost.
10051 u.get_power_level() ) { //oops, not enough energy! Tunneling costs 100 bionic power per impassable tile
10052 if( tunneldist * 100_kJ >
10054 add_msg( _( "You try to quantum tunnel through the barrier but bounce off! You don't have enough bionic power capacity to travel that far." ) );
10055 } else {
10056 add_msg( _( "You try to quantum tunnel through the barrier but are reflected! You need %i bionic power to travel that thickness of material." ),
10057 ( 100 * tunneldist ) );
10058 }
10059 return false;
10060 }
10061
10062 if( u.in_vehicle ) {
10063 m.unboard_vehicle( u.pos() );
10064 }
10065
10066 add_msg( _( "You quantum tunnel through the %d-tile wide barrier!" ), tunneldist );
10067 //tunneling costs 100 bionic power per impassable tile, but the first 100 was already drained by activation.
10068 u.mod_power_level( -( ( tunneldist - 1 ) * 100_kJ ) );
10069 //tunneling costs 100 moves baseline, 50 per extra tile up to a cap of 500 moves
10070 u.moves -= ( 50 + ( tunneldist * 50 ) );
10071 u.setpos( dest );
10072
10073 if( m.veh_at( u.pos() ).part_with_feature( "BOARDABLE", true ) ) {
10074 m.board_vehicle( u.pos(), &u );
10075 }
10076
10077 u.grab( OBJECT_NONE );
10079 m.creature_on_trap( u );
10080 return true;
10081 }
10082
10083 return false;
10084}
bool worn_with_flag(const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
Returns true if the player is wearing an item with the given flag.
Definition: character.cpp:3270
units::energy get_max_power_level() const
Definition: character.cpp:1972
bool has_effect_with_flag(const std::string &flag, body_part bp=num_bp) const
Check if creature has any effect with the given flag.
Definition: creature.cpp:1201
void on_move_effects()
Definition: game.cpp:10284
void board_vehicle(const tripoint &p, player *pl)
Definition: map.cpp:1044
constexpr int sgn(const T x)
Definition: enums.h:8

References _, add_msg(), player::add_msg_if_player(), map::board_vehicle(), map::creature_on_trap(), critter_at(), Character::get_max_power_level(), Character::get_power_level(), avatar::grab(), Creature::has_effect_with_flag(), map::impassable(), Character::in_vehicle, m, m_info, Character::mod_power_level(), Creature::moves, OBJECT_NONE, on_move_effects(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), Character::setpos(), sgn(), u, map::unboard_vehicle(), map::veh_at(), Character::worn_with_flag(), point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

◆ pickup() [1/2]

void game::pickup ( )
private

Definition at line 5896 of file game.cpp.

5897{
5898 const cata::optional<tripoint> examp_ = choose_adjacent_highlight( _( "Pickup where?" ),
5899 _( "There is nothing to pick up nearby." ),
5900 ACTION_PICKUP, false );
5901 if( !examp_ ) {
5902 return;
5903 }
5904 pickup( *examp_ );
5905}

References _, ACTION_PICKUP, choose_adjacent_highlight(), and pickup().

Referenced by handle_action(), and pickup().

◆ pickup() [2/2]

void game::pickup ( const tripoint p)
private

Definition at line 5907 of file game.cpp.

5908{
5909 // Highlight target
5910 shared_ptr_fast<game::draw_callback_t> hilite_cb = make_shared_fast<game::draw_callback_t>( [&]() {
5911 m.drawsq( w_terrain, p, drawsq_params().highlight( true ) );
5912 } );
5913 add_draw_callback( hilite_cb );
5914
5915 pickup::pick_up( p, 0 );
5916}

References add_draw_callback(), map::drawsq(), m, pickup::pick_up(), and w_terrain.

◆ pickup_feet()

void game::pickup_feet ( )
private

Definition at line 5918 of file game.cpp.

5919{
5920 pickup::pick_up( u.pos(), 1 );
5921}

References pickup::pick_up(), Character::pos(), and u.

Referenced by handle_action().

◆ place_critter_around() [1/2]

monster * game::place_critter_around ( const mtype_id id,
const tripoint center,
int  radius 
)

Definition at line 4985 of file game.cpp.

4986{
4987 // TODO: change this into an assert, it must never happen.
4988 if( id.is_null() ) {
4989 return nullptr;
4990 }
4991 return place_critter_around( make_shared_fast<monster>( id ), center, radius );
4992}
monster * place_critter_around(const mtype_id &id, const tripoint &center, int radius)
Definition: game.cpp:4985

References center, and place_critter_around().

Referenced by place_critter_around(), place_critter_at(), replace_stair_monsters(), and start_game().

◆ place_critter_around() [2/2]

monster * game::place_critter_around ( const shared_ptr_fast< monster > &  mon,
const tripoint center,
int  radius,
bool  forced = false 
)

Definition at line 4994 of file game.cpp.

4998{
5000 if( forced || can_place_monster( *mon, center ) ) {
5001 where = center;
5002 }
5003
5004 // This loop ensures the monster is placed as close to the center as possible,
5005 // but all places that equally far from the center have the same probability.
5006 for( int r = 1; r <= radius && !where; ++r ) {
5008 }
5009
5010 if( !where ) {
5011 return nullptr;
5012 }
5013 mon->spawn( *where );
5014 return critter_tracker->add( mon ) ? mon.get() : nullptr;
5015}
static cata::optional< tripoint > choose_where_to_place_monster(const monster &mon, const tripoint_range< tripoint > &range)
Definition: game.cpp:4967
static bool can_place_monster(const monster &mon, const tripoint &p)
Definition: game.cpp:4951

References can_place_monster(), center, choose_where_to_place_monster(), critter_tracker, m, and map::points_in_radius().

◆ place_critter_at() [1/2]

monster * game::place_critter_at ( const mtype_id id,
const tripoint p 
)

Adds critters to the reality bubble, creating them if necessary.

Functions taking a id parameter will construct a monster based on that id, (with default properties). Functions taking a mon parameter will use the supplied monster instance instead (which must not be null). Note: the monster will not be upgraded by these functions, it is placed as is.

place_critter_at will place the creature exactly at the given point.

place_critter_around will place the creature around the center p within the given radius (radius 0 means only the center point is used). The chosen point will be as close to the center as possible.

place_critter_within will place the creature at a random point within that given range. (All points within have equal probability.)

Returns
All functions return null if the creature could not be placed (usually because the target is not suitable for it: may be a solid wall, or air, or already occupied by some creature). If the creature has been placed, it returns a pointer to it (which is the same as the one contained in mon).

Definition at line 4975 of file game.cpp.

4976{
4977 return place_critter_around( id, p, 0 );
4978}

References place_critter_around().

Referenced by fungal_effects::fungalize(), revive_corpse(), fungal_effects::spread_fungus_one_tile(), and update_stair_monsters().

◆ place_critter_at() [2/2]

monster * game::place_critter_at ( const shared_ptr_fast< monster > &  mon,
const tripoint p 
)

Definition at line 4980 of file game.cpp.

4981{
4982 return place_critter_around( mon, p, 0 );
4983}

References place_critter_around().

◆ place_critter_within() [1/2]

monster * game::place_critter_within ( const mtype_id id,
const tripoint_range< tripoint > &  range 
)

Definition at line 5017 of file game.cpp.

5018{
5019 // TODO: change this into an assert, it must never happen.
5020 if( id.is_null() ) {
5021 return nullptr;
5022 }
5023 return place_critter_within( make_shared_fast<monster>( id ), range );
5024}
monster * place_critter_within(const mtype_id &id, const tripoint_range< tripoint > &range)
Definition: game.cpp:5017

References place_critter_within().

Referenced by place_critter_within().

◆ place_critter_within() [2/2]

monster * game::place_critter_within ( const shared_ptr_fast< monster > &  mon,
const tripoint_range< tripoint > &  range 
)

Definition at line 5026 of file game.cpp.

5028{
5029 const cata::optional<tripoint> where = choose_where_to_place_monster( *mon, range );
5030 if( !where ) {
5031 return nullptr;
5032 }
5033 mon->spawn( *where );
5034 return critter_tracker->add( mon ) ? mon.get() : nullptr;
5035}

References choose_where_to_place_monster(), and critter_tracker.

◆ place_player()

point game::place_player ( const tripoint dest)
Dexterity increases chance of avoiding cuts on sharp terrain

Definition at line 9654 of file game.cpp.

9655{
9656 const optional_vpart_position vp1 = m.veh_at( dest_loc );
9657 if( const cata::optional<std::string> label = vp1.get_label() ) {
9658 add_msg( m_info, _( "Label here: %s" ), *label );
9659 }
9660 std::string signage = m.get_signage( dest_loc );
9661 if( !signage.empty() ) {
9662 if( !u.has_trait( trait_ILLITERATE ) ) {
9663 add_msg( m_info, _( "The sign says: %s" ), signage );
9664 } else {
9665 add_msg( m_info, _( "There is a sign here, but you are unable to read it." ) );
9666 }
9667 }
9668 if( m.has_graffiti_at( dest_loc ) ) {
9669 if( !u.has_trait( trait_ILLITERATE ) ) {
9670 add_msg( m_info, _( "Written here: %s" ), m.graffiti_at( dest_loc ) );
9671 } else {
9672 add_msg( m_info, _( "Something is written here, but you are unable to read it." ) );
9673 }
9674 }
9675 // TODO: Move the stuff below to a Character method so that NPCs can reuse it
9676 if( m.has_flag( "ROUGH", dest_loc ) && ( !u.in_vehicle ) && ( !u.is_mounted() ) ) {
9677 if( one_in( 5 ) && u.get_armor_bash( bodypart_id( "foot_l" ) ) < rng( 2, 5 ) ) {
9678 add_msg( m_bad, _( "You hurt your left foot on the %s!" ),
9679 m.has_flag_ter( "ROUGH", dest_loc ) ? m.tername( dest_loc ) : m.furnname(
9680 dest_loc ) );
9681 u.deal_damage( nullptr, bodypart_id( "foot_l" ), damage_instance( DT_CUT, 1 ) );
9682 }
9683 if( one_in( 5 ) && u.get_armor_bash( bodypart_id( "foot_r" ) ) < rng( 2, 5 ) ) {
9684 add_msg( m_bad, _( "You hurt your right foot on the %s!" ),
9685 m.has_flag_ter( "ROUGH", dest_loc ) ? m.tername( dest_loc ) : m.furnname(
9686 dest_loc ) );
9687 u.deal_damage( nullptr, bodypart_id( "foot_l" ), damage_instance( DT_CUT, 1 ) );
9688 }
9689 }
9690 ///\EFFECT_DEX increases chance of avoiding cuts on sharp terrain
9691 if( m.has_flag( "SHARP", dest_loc ) && !one_in( 3 ) && !x_in_y( 1 + u.dex_cur / 2.0, 40 ) &&
9692 ( !u.in_vehicle && !m.veh_at( dest_loc ) ) && ( !u.has_trait( trait_PARKOUR ) ||
9693 one_in( 4 ) ) && ( u.has_trait( trait_THICKSKIN ) ? !one_in( 8 ) : true ) ) {
9694 if( u.is_mounted() ) {
9695 add_msg( _( "Your %s gets cut!" ), u.mounted_creature->get_name() );
9696 u.mounted_creature->apply_damage( nullptr, bodypart_id( "torso" ), rng( 1, 10 ) );
9697 } else {
9698 const bodypart_id bp = u.get_random_body_part();
9699 if( u.deal_damage( nullptr, bp, damage_instance( DT_CUT, rng( 1, 10 ) ) ).total_damage() > 0 ) {
9700 //~ 1$s - bodypart name in accusative, 2$s is terrain name.
9701 add_msg( m_bad, _( "You cut your %1$s on the %2$s!" ),
9702 body_part_name_accusative( bp->token ),
9703 m.has_flag_ter( "SHARP", dest_loc ) ? m.tername( dest_loc ) : m.furnname(
9704 dest_loc ) );
9705 }
9706 }
9707 }
9708 if( m.has_flag( "UNSTABLE", dest_loc ) && !u.is_mounted() ) {
9709 u.add_effect( effect_bouldering, 1_turns, num_bp );
9710 } else if( u.has_effect( effect_bouldering ) ) {
9712 }
9713 if( m.has_flag_ter_or_furn( TFLAG_NO_SIGHT, dest_loc ) ) {
9714 u.add_effect( effect_no_sight, 1_turns, num_bp );
9715 } else if( u.has_effect( effect_no_sight ) ) {
9717 }
9718
9719 // If we moved out of the nonant, we need update our map data
9720 if( m.has_flag( "SWIMMABLE", dest_loc ) && u.has_effect( effect_onfire ) ) {
9721 add_msg( _( "The water puts out the flames!" ) );
9723 if( u.is_mounted() ) {
9724 monster *mon = u.mounted_creature.get();
9725 if( mon->has_effect( effect_onfire ) ) {
9727 }
9728 }
9729 }
9730
9731 if( monster *const mon_ptr = critter_at<monster>( dest_loc ) ) {
9732 // We displaced a monster. It's probably a bug if it wasn't a friendly mon...
9733 // Immobile monsters can't be displaced.
9734 monster &critter = *mon_ptr;
9735 // TODO: handling for ridden creatures other than players mount.
9736 if( !critter.has_effect( effect_ridden ) ) {
9737 if( u.is_mounted() ) {
9738 std::vector<tripoint> valid;
9739 for( const tripoint &jk : m.points_in_radius( critter.pos(), 1 ) ) {
9740 if( is_empty( jk ) ) {
9741 valid.push_back( jk );
9742 }
9743 }
9744 if( !valid.empty() ) {
9745 critter.move_to( random_entry( valid ) );
9746 add_msg( _( "You push the %s out of the way." ), critter.name() );
9747 } else {
9748 add_msg( _( "There is no room to push the %s out of the way." ), critter.name() );
9749 return u.pos().xy();
9750 }
9751 } else {
9752 critter.move_to( u.pos(), false,
9753 true ); // Force the movement even though the player is there right now.
9754 add_msg( _( "You displace the %s." ), critter.name() );
9755 }
9756 } else if( !u.has_effect( effect_riding ) ) {
9757 add_msg( _( "You cannot move the %s out of the way." ), critter.name() );
9758 return u.pos().xy();
9759 }
9760 }
9761
9762 // If the player is in a vehicle, unboard them from the current part
9763 if( u.in_vehicle ) {
9764 m.unboard_vehicle( u.pos() );
9765 }
9766 // Move the player
9767 // Start with z-level, to make it less likely that old functions (2D ones) freak out
9768 if( m.has_zlevels() && dest_loc.z != get_levz() ) {
9769 vertical_shift( dest_loc.z );
9770 }
9771
9772 if( u.is_hauling() && ( !m.can_put_items( dest_loc ) ||
9773 m.has_flag( TFLAG_DEEP_WATER, dest_loc ) ||
9774 vp1 ) ) {
9775 u.stop_hauling();
9776 }
9777 u.setpos( dest_loc );
9778 if( u.is_mounted() ) {
9779 monster *mon = u.mounted_creature.get();
9780 mon->setpos( dest_loc );
9781 mon->process_triggers();
9782 m.creature_in_field( *mon );
9783 }
9784 point submap_shift = update_map( u );
9785 // Important: don't use dest_loc after this line. `update_map` may have shifted the map
9786 // and dest_loc was not adjusted and therefore is still in the un-shifted system and probably wrong.
9787 // If you must use it you can calculate the position in the new, shifted system with
9788 // adjusted_pos = ( old_pos.x - submap_shift.x * SEEX, old_pos.y - submap_shift.y * SEEY, old_pos.z )
9789
9790 //Auto pulp or butcher and Auto foraging
9791 if( get_option<bool>( "AUTO_FEATURES" ) && mostseen == 0 && !u.is_mounted() ) {
9793
9794 const std::string forage_type = get_option<std::string>( "AUTO_FORAGING" );
9795 if( forage_type != "off" ) {
9796 const auto forage = [&]( const tripoint & pos ) {
9797 const auto &xter_t = m.ter( pos ).obj().examine;
9798 const auto &xfurn_t = m.furn( pos ).obj().examine;
9799 const bool forage_everything = forage_type == "both";
9800 const bool forage_bushes = forage_everything || forage_type == "bushes";
9801 const bool forage_trees = forage_everything || forage_type == "trees";
9802 if( xter_t == &iexamine::none ) {
9803 return;
9804 } else if( ( forage_bushes && xter_t == &iexamine::shrub_marloss ) ||
9805 ( forage_bushes && xter_t == &iexamine::shrub_wildveggies ) ||
9806 ( forage_bushes && xter_t == &iexamine::harvest_ter_nectar ) ||
9807 ( forage_trees && xter_t == &iexamine::tree_marloss ) ||
9808 ( forage_trees && xter_t == &iexamine::harvest_ter ) ||
9809 ( forage_trees && xter_t == &iexamine::harvest_ter_nectar )
9810 ) {
9811 xter_t( u, pos );
9812 } else if( ( forage_everything && xfurn_t == &iexamine::harvest_furn ) ||
9813 ( forage_everything && xfurn_t == &iexamine::harvest_furn_nectar )
9814 ) {
9815 xfurn_t( u, pos );
9816 }
9817 };
9818
9819 for( auto &elem : adjacentDir ) {
9820 forage( u.pos() + direction_XY( elem ) );
9821 }
9822 }
9823
9824 const std::string pulp_butcher = get_option<std::string>( "AUTO_PULP_BUTCHER" );
9825 if( pulp_butcher == "butcher" && u.max_quality( quality_id( "BUTCHER" ) ) > INT_MIN ) {
9826 std::vector<item *> corpses;
9827
9828 for( item &it : m.i_at( u.pos() ) ) {
9829 corpses.push_back( &it );
9830 }
9831
9832 if( !corpses.empty() ) {
9833 u.assign_activity( activity_id( "ACT_BUTCHER" ), 0, true );
9834 for( item *it : corpses ) {
9835 u.activity.targets.emplace_back( map_cursor( u.pos() ), it );
9836 }
9837 }
9838 } else if( pulp_butcher == "pulp" || pulp_butcher == "pulp_adjacent" ) {
9839 const auto pulp = [&]( const tripoint & pos ) {
9840 for( const auto &maybe_corpse : m.i_at( pos ) ) {
9841 if( maybe_corpse.is_corpse() && maybe_corpse.can_revive() &&
9842 !maybe_corpse.get_mtype()->bloodType().obj().has_acid ) {
9844 u.activity.placement = m.getabs( pos );
9845 u.activity.auto_resume = true;
9846 u.activity.str_values.push_back( "auto_pulp_no_acid" );
9847 return;
9848 }
9849 }
9850 };
9851
9852 if( pulp_butcher == "pulp_adjacent" ) {
9853 for( auto &elem : adjacentDir ) {
9854 pulp( u.pos() + direction_XY( elem ) );
9855 }
9856 } else {
9857 pulp( u.pos() );
9858 }
9859 }
9860 }
9861
9862 //Autopickup
9863 if( !u.is_mounted() && get_option<bool>( "AUTO_PICKUP" ) && !u.is_hauling() &&
9864 ( !get_option<bool>( "AUTO_PICKUP_SAFEMODE" ) || mostseen == 0 ) &&
9865 ( m.has_items( u.pos() ) || get_option<bool>( "AUTO_PICKUP_ADJACENT" ) ) ) {
9866 pickup::pick_up( u.pos(), -1 );
9867 }
9868
9869 // If the new tile is a boardable part, board it
9870 if( vp1.part_with_feature( "BOARDABLE", true ) && !u.is_mounted() ) {
9871 m.board_vehicle( u.pos(), &u );
9872 }
9873
9874 // Traps!
9875 // Try to detect.
9877 if( u.is_mounted() ) {
9879 } else {
9880 m.creature_on_trap( u );
9881 }
9882 // Drench the player if swimmable
9883 if( m.has_flag( "SWIMMABLE", u.pos() ) &&
9884 !( u.is_mounted() || ( u.in_vehicle && vp1->vehicle().can_float() ) ) ) {
9885 u.drench( 40, { { bp_foot_l, bp_foot_r, bp_leg_l, bp_leg_r } }, false );
9886 }
9887
9888 // List items here
9889 if( !m.has_flag( "SEALED", u.pos() ) ) {
9890 if( get_option<bool>( "NO_AUTO_PICKUP_ZONES_LIST_ITEMS" ) ||
9891 !check_zone( zone_type_id( "NO_AUTO_PICKUP" ), u.pos() ) ) {
9892 if( u.is_blind() && !m.i_at( u.pos() ).empty() ) {
9893 add_msg( _( "There's something here, but you can't see what it is." ) );
9894 } else if( m.has_items( u.pos() ) ) {
9895 std::vector<std::string> names;
9896 std::vector<size_t> counts;
9897 std::vector<item> items;
9898 for( auto &tmpitem : m.i_at( u.pos() ) ) {
9899
9900 std::string next_tname = tmpitem.tname();
9901 std::string next_dname = tmpitem.display_name();
9902 bool by_charges = tmpitem.count_by_charges();
9903 bool got_it = false;
9904 for( size_t i = 0; i < names.size(); ++i ) {
9905 if( by_charges && next_tname == names[i] ) {
9906 counts[i] += tmpitem.charges;
9907 got_it = true;
9908 break;
9909 } else if( next_dname == names[i] ) {
9910 counts[i] += 1;
9911 got_it = true;
9912 break;
9913 }
9914 }
9915 if( !got_it ) {
9916 if( by_charges ) {
9917 names.push_back( tmpitem.tname( tmpitem.charges ) );
9918 counts.push_back( tmpitem.charges );
9919 } else {
9920 names.push_back( tmpitem.display_name( 1 ) );
9921 counts.push_back( 1 );
9922 }
9923 items.push_back( tmpitem );
9924 }
9925 if( names.size() > 10 ) {
9926 break;
9927 }
9928 }
9929 for( size_t i = 0; i < names.size(); ++i ) {
9930 if( !items[i].count_by_charges() ) {
9931 names[i] = items[i].display_name( counts[i] );
9932 } else {
9933 names[i] = items[i].tname( counts[i] );
9934 }
9935 }
9936 int and_the_rest = 0;
9937 for( size_t i = 0; i < names.size(); ++i ) {
9938 //~ number of items: "<number> <item>"
9939 std::string fmt = vgettext( "%1$d %2$s", "%1$d %2$s", counts[i] );
9940 names[i] = string_format( fmt, counts[i], names[i] );
9941 // Skip the first two.
9942 if( i > 1 ) {
9943 and_the_rest += counts[i];
9944 }
9945 }
9946 if( names.size() == 1 ) {
9947 add_msg( _( "You see here %s." ), names[0] );
9948 } else if( names.size() == 2 ) {
9949 add_msg( _( "You see here %s and %s." ), names[0], names[1] );
9950 } else if( names.size() == 3 ) {
9951 add_msg( _( "You see here %s, %s, and %s." ), names[0], names[1], names[2] );
9952 } else if( and_the_rest < 7 ) {
9953 add_msg( vgettext( "You see here %s, %s and %d more item.",
9954 "You see here %s, %s and %d more items.",
9955 and_the_rest ),
9956 names[0], names[1], and_the_rest );
9957 } else {
9958 add_msg( _( "You see here %s and many more items." ), names[0] );
9959 }
9960 }
9961 }
9962 }
9963
9964 if( ( vp1.part_with_feature( "CONTROL_ANIMAL", true ) ||
9965 vp1.part_with_feature( "CONTROLS", true ) ) && u.in_vehicle && !u.is_mounted() ) {
9966 add_msg( _( "There are vehicle controls here." ) );
9967 if( !u.has_trait( trait_id( "WAYFARER" ) ) ) {
9968 add_msg( m_info, _( "%s to drive." ), press_x( ACTION_CONTROL_VEHICLE ) );
9969 }
9970 } else if( vp1.part_with_feature( "CONTROLS", true ) && u.in_vehicle &&
9971 u.is_mounted() ) {
9972 add_msg( _( "There are vehicle controls here but you cannot reach them whilst mounted." ) );
9973 }
9974 return submap_shift;
9975}
std::string body_part_name_accusative(body_part bp, int number)
Returns the matching accusative name of the body_part token, i.e.
Definition: bodypart.cpp:329
void drench(int saturation, const body_part_set &flags, bool ignore_waterproof)
Drenches the player with water, saturation is the percent gotten wet.
Definition: suffer.cpp:1755
bool is_hauling() const
Definition: character.cpp:9195
void stop_hauling()
Definition: character.cpp:9186
bodypart_id get_random_body_part(bool main=false) const
Definition: creature.cpp:1620
void vertical_shift(int z_after)
Actual z-level movement part of vertical_move.
Definition: game.cpp:11137
bool check_zone(const zone_type_id &type, const tripoint &where) const
Definition: game.cpp:6306
std::string furnname(const tripoint &p)
Definition: map.cpp:1464
bool has_flag_ter_or_furn(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2317
bool has_graffiti_at(const tripoint &p) const
Definition: map.cpp:7788
bool has_items(const tripoint &p) const
Checks for existence of items.
Definition: map.cpp:4750
const std::string & graffiti_at(const tripoint &p) const
Definition: map.cpp:7777
bool has_flag_ter(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2307
bool can_put_items(const tripoint &p) const
Definition: map.cpp:2293
void setpos(const tripoint &p) override
Definition: monster.cpp:237
bool move_to(const tripoint &p, bool force=false, bool step_on_critter=false, float stagger_adjustment=1.0)
Attempt to move to p.
Definition: monmove.cpp:1501
void process_triggers()
Definition: monster.cpp:1192
cata::optional< std::string > get_label() const
std::vector< std::string > str_values
bool auto_resume
If true, the activity will be auto-resumed next time the player attempts an identical activity.
void search_surroundings()
Search surrounding squares for traps (and maybe other things in the future).
Definition: player.cpp:701
static const efftype_id effect_riding("riding")
static const trait_id trait_ILLITERATE("ILLITERATE")
static const efftype_id effect_bouldering("bouldering")
static const trait_id trait_PARKOUR("PARKOUR")
static const efftype_id effect_no_sight("no_sight")
static const trait_id trait_THICKSKIN("THICKSKIN")
static const efftype_id effect_onfire("onfire")
point direction_XY(const direction dir)
Definition: line.cpp:433
@ TFLAG_NO_SIGHT
Definition: mapdata.h:283
@ TFLAG_DEEP_WATER
Definition: mapdata.h:301
static std::map< nameFlags, std::vector< std::string > > names
Definition: name.cpp:18
const int INDEFINITELY_LONG
A number that represents the longest possible action.
void shrub_wildveggies(player &p, const tripoint &examp)
Definition: iexamine.cpp:3607
void shrub_marloss(player &p, const tripoint &examp)
Definition: iexamine.cpp:3572
void harvest_ter(player &p, const tripoint &examp)
Definition: iexamine.cpp:2044
void harvest_furn(player &p, const tripoint &examp)
Definition: iexamine.cpp:2023
void harvest_ter_nectar(player &p, const tripoint &examp)
Definition: iexamine.cpp:2032
void harvest_furn_nectar(player &p, const tripoint &examp)
Definition: iexamine.cpp:2014
void tree_marloss(player &p, const tripoint &examp)
Definition: iexamine.cpp:3586
string_id< zone_type > zone_type_id
Definition: type_id.h:192

References _, ACTION_CONTROL_VEHICLE, Character::activity, Creature::add_effect(), add_msg(), Character::assign_activity(), player_activity::auto_resume, map::board_vehicle(), body_part_name_accusative(), bp_foot_l, bp_foot_r, bp_leg_l, bp_leg_r, map::can_put_items(), check_zone(), map::creature_in_field(), map::creature_on_trap(), Character::deal_damage(), Character::dex_cur, direction_XY(), Character::drench(), DT_CUT, EAST, effect_bouldering, effect_no_sight, effect_onfire, effect_ridden, effect_riding, item_stack::empty(), map_data_common_t::examine, map::furn(), map::furnname(), Character::get_armor_bash(), optional_vpart_position::get_label(), get_levz(), Creature::get_random_body_part(), map::get_signage(), map::getabs(), map::graffiti_at(), iexamine::harvest_furn(), iexamine::harvest_furn_nectar(), iexamine::harvest_ter(), iexamine::harvest_ter_nectar(), Creature::has_effect(), map::has_flag(), map::has_flag_ter(), map::has_flag_ter_or_furn(), map::has_graffiti_at(), map::has_items(), Character::has_trait(), map::has_zlevels(), map::i_at(), Character::in_vehicle, calendar::INDEFINITELY_LONG, Character::is_blind(), is_empty(), Character::is_hauling(), Character::is_mounted(), m, m_bad, m_info, visitable< T >::max_quality(), mostseen, Character::mounted_creature, monster::move_to(), monster::name(), Name::names, iexamine::none(), NORTH, NORTHEAST, NORTHWEST, num_bp, int_id< T >::obj(), one_in(), optional_vpart_position::part_with_feature(), pickup::pick_up(), player_activity::placement, map::points_in_radius(), Character::pos(), monster::pos(), press_x(), monster::process_triggers(), random_entry(), Creature::remove_effect(), rng(), player::search_surroundings(), Character::setpos(), monster::setpos(), iexamine::shrub_marloss(), iexamine::shrub_wildveggies(), SOUTH, SOUTHEAST, SOUTHWEST, Character::stop_hauling(), player_activity::str_values, string_format(), player_activity::targets, map::ter(), map::tername(), TFLAG_DEEP_WATER, TFLAG_NO_SIGHT, trait_ILLITERATE, trait_PARKOUR, trait_THICKSKIN, iexamine::tree_marloss(), u, map::unboard_vehicle(), update_map(), map::veh_at(), vertical_shift(), vgettext(), WEST, x_in_y(), tripoint::xy(), and tripoint::z.

Referenced by place_player_overmap(), and walk_move().

◆ place_player_overmap()

void game::place_player_overmap ( const tripoint_abs_omt om_dest)

Definition at line 9977 of file game.cpp.

9978{
9979 // if player is teleporting around, they don't bring their horse with them
9980 if( u.is_mounted() ) {
9982 u.mounted_creature->remove_effect( effect_ridden );
9983 u.mounted_creature = nullptr;
9984 }
9985 // offload the active npcs.
9986 unload_npcs();
9987 for( monster &critter : all_monsters() ) {
9988 despawn_monster( critter );
9989 }
9990 if( u.in_vehicle ) {
9991 m.unboard_vehicle( u.pos() );
9992 }
9993
9995 const int minz = m.has_zlevels() ? -OVERMAP_DEPTH : get_levz();
9996 const int maxz = m.has_zlevels() ? OVERMAP_HEIGHT : get_levz();
9997 for( int z = minz; z <= maxz; z++ ) {
9998 m.clear_vehicle_list( z );
9999 }
10001 // offset because load_map expects the coordinates of the top left corner, but the
10002 // player will be centered in the middle of the map.
10003 // TODO: fix point types
10004 const tripoint map_sm_pos(
10005 project_to<coords::sm>( om_dest ).raw() + point( -HALF_MAPSIZE, -HALF_MAPSIZE ) );
10006 const tripoint player_pos( u.pos().xy(), map_sm_pos.z );
10007 load_map( map_sm_pos );
10008 load_npcs();
10009 m.spawn_monsters( true ); // Static monsters
10011 // update weather now as it could be different on the new location
10013 place_player( player_pos );
10014}
point place_player(const tripoint &dest)
Definition: game.cpp:9654
void unload_npcs()
Unloads all NPCs.
Definition: game.cpp:952
void update_overmap_seen()
Definition: game.cpp:11315
level_cache & access_cache(int zlev)
Definition: map.cpp:8659
void clear_vehicle_list(int zlev)
Definition: map.cpp:327
void clear_vehicle_cache()
Definition: map.cpp:309
std::bitset< MAPSIZE_X *MAPSIZE_Y > map_memory_seen_cache
Definition: map.h:352

References map::access_cache(), all_monsters(), map::clear_vehicle_cache(), map::clear_vehicle_list(), despawn_monster(), effect_ridden, effect_riding, get_levz(), get_weather, HALF_MAPSIZE, map::has_zlevels(), Character::in_vehicle, Character::is_mounted(), load_map(), load_npcs(), m, level_cache::map_memory_seen_cache, Character::mounted_creature, weather_manager::nextweather, OVERMAP_DEPTH, OVERMAP_HEIGHT, place_player(), Character::pos(), Creature::remove_effect(), map::spawn_monsters(), calendar::turn, u, map::unboard_vehicle(), unload_npcs(), update_overmap_seen(), tripoint::xy(), and tripoint::z.

◆ place_vehicle_nearby()

vehicle * game::place_vehicle_nearby ( const vproto_id id,
const point_abs_omt origin,
int  min_distance,
int  max_distance,
const std::vector< std::string > &  omt_search_types = {} 
)
private

Definition at line 848 of file game.cpp.

851{
852 std::vector<std::string> search_types = omt_search_types;
853 if( search_types.empty() ) {
854 vehicle veh( id );
855 if( veh.can_float() ) {
856 search_types.push_back( "river" );
857 search_types.push_back( "lake" );
858 } else {
859 search_types.push_back( "field" );
860 search_types.push_back( "road" );
861 }
862 }
863 for( const std::string &search_type : search_types ) {
864 omt_find_params find_params;
865 find_params.must_see = false;
866 find_params.cant_see = false;
867 find_params.types.emplace_back( search_type, ot_match_type::type );
868 // find nearest road
869 find_params.min_distance = min_distance;
870 find_params.search_range = max_distance;
871 // if player spawns underground, park their car on the surface.
872 const tripoint_abs_omt omt_origin( origin, 0 );
873 for( const tripoint_abs_omt &goal : overmap_buffer.find_all( omt_origin, find_params ) ) {
874 // try place vehicle there.
875 tinymap target_map;
876 target_map.load( project_to<coords::sm>( goal ), false );
877 const tripoint tinymap_center( SEEX, SEEY, goal.z() );
878 static constexpr std::array<units::angle, 4> angles = {{
879 0_degrees, 90_degrees, 180_degrees, 270_degrees
880 }
881 };
882 vehicle *veh = target_map.add_vehicle(
883 id, tinymap_center, random_entry( angles ), rng( 50, 80 ), 0, false );
884 if( veh ) {
885 tripoint abs_local = m.getlocal( target_map.getabs( tinymap_center ) );
886 veh->sm_pos = ms_to_sm_remain( abs_local );
887 veh->pos = abs_local.xy();
889 veh->tracking_on = true;
890 target_map.save();
891 return veh;
892 }
893 }
894 }
895 return nullptr;
896}
void save()
Add currently loaded submaps (in grid) to the mapbuffer.
Definition: map.cpp:6576
vehicle * add_vehicle(const vgroup_id &type, const tripoint &p, units::angle dir, int init_veh_fuel=-1, int init_veh_status=-1, bool merge_wrecks=true)
Definition: mapgen.cpp:5600
void add_vehicle(vehicle *veh)
Add the vehicle to be tracked in the overmap.
std::vector< tripoint_abs_omt > find_all(const tripoint_abs_omt &origin, const omt_find_params &params)
Find all places with the specific overmap terrain type.
Definition: map.h:2087
point pos
Position of the vehicle inside the submap that contains the vehicle.
Definition: vehicle.h:1916
tripoint sm_pos
Submap coordinates of the currently loaded submap (see game::m) that contains this vehicle.
Definition: vehicle.h:1901
bool tracking_on
Definition: vehicle.h:1991
point ms_to_sm_remain(int &x, int &y)
static constexpr int SEEY
Standard arguments for finding overmap terrain.
std::vector< std::pair< std::string, ot_match_type > > types

References map::add_vehicle(), overmapbuffer::add_vehicle(), vehicle::can_float(), omt_find_params::cant_see, overmapbuffer::find_all(), map::getabs(), map::getlocal(), map::load(), m, omt_find_params::min_distance, ms_to_sm_remain(), omt_find_params::must_see, overmap_buffer, vehicle::pos, random_entry(), rng(), map::save(), omt_find_params::search_range, SEEX, SEEY, vehicle::sm_pos, vehicle::tracking_on, type, omt_find_params::types, and tripoint::xy().

Referenced by start_game().

◆ pre_print_all_tile_info()

void game::pre_print_all_tile_info ( const tripoint lp,
const catacurses::window w_info,
int &  line,
int  last_line,
const visibility_variables cache 
)

Definition at line 6848 of file game.cpp.

6851{
6852 // get global area info according to look_around caret position
6853 // TODO: fix point types
6855 lp ) ) ) );
6856 // we only need the area name and then pass it to print_all_tile_info() function below
6857 const std::string area_name = cur_ter_m->get_name();
6858 print_all_tile_info( lp, w_info, area_name, 1, first_line, last_line, cache );
6859}
void print_all_tile_info(const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line, int last_line, const visibility_variables &cache)
Definition: game.cpp:6028
point ms_to_omt_copy(const point &p)
coords::coord_point< tripoint, coords::origin::abs, coords::omt > tripoint_abs_omt
Definition: coordinates.h:493
std::string get_name() const
Definition: omdata.h:205

References oter_t::get_name(), map::getabs(), m, ms_to_omt_copy(), overmap_buffer, print_all_tile_info(), and overmapbuffer::ter().

Referenced by look_around().

◆ print_all_tile_info()

void game::print_all_tile_info ( const tripoint lp,
const catacurses::window w_look,
const std::string &  area_name,
int  column,
int &  line,
int  last_line,
const visibility_variables cache 
)

Definition at line 6028 of file game.cpp.

6033{
6034 visibility_type visibility = VIS_HIDDEN;
6035 const bool inbounds = m.inbounds( lp );
6036 if( inbounds ) {
6037 visibility = m.get_visibility( m.apparent_light_at( lp, cache ), cache );
6038 }
6039 const Creature *creature = critter_at( lp, true );
6040 switch( visibility ) {
6041 case VIS_CLEAR: {
6042 const optional_vpart_position vp = m.veh_at( lp );
6043 print_terrain_info( lp, w_look, area_name, column, line );
6044 print_fields_info( lp, w_look, column, line );
6045 print_trap_info( lp, w_look, column, line );
6046 print_creature_info( creature, w_look, column, line, last_line );
6047 print_vehicle_info( veh_pointer_or_null( vp ), vp ? vp->part_index() : -1, w_look, column, line,
6048 last_line );
6049 print_items_info( lp, w_look, column, line, last_line );
6050 print_graffiti_info( lp, w_look, column, line, last_line );
6051 }
6052 break;
6053 case VIS_BOOMER:
6054 case VIS_BOOMER_DARK:
6055 case VIS_DARK:
6056 case VIS_LIT:
6057 case VIS_HIDDEN:
6058 print_visibility_info( w_look, column, line, visibility );
6059
6060 if( creature != nullptr ) {
6061 std::vector<std::string> buf;
6062 if( u.sees_with_infrared( *creature ) ) {
6063 creature->describe_infrared( buf );
6064 } else if( u.sees_with_specials( *creature ) ) {
6065 creature->describe_specials( buf );
6066 }
6067 for( const std::string &s : buf ) {
6068 mvwprintw( w_look, point( 1, ++line ), s );
6069 }
6070 }
6071 break;
6072 }
6073 if( !inbounds ) {
6074 return;
6075 }
6076 auto this_sound = sounds::sound_at( lp );
6077 if( !this_sound.empty() ) {
6078 mvwprintw( w_look, point( 1, ++line ), _( "You heard %s from here." ), this_sound );
6079 } else {
6080 // Check other z-levels
6081 tripoint tmp = lp;
6082 for( tmp.z = -OVERMAP_DEPTH; tmp.z <= OVERMAP_HEIGHT; tmp.z++ ) {
6083 if( tmp.z == lp.z ) {
6084 continue;
6085 }
6086
6087 auto zlev_sound = sounds::sound_at( tmp );
6088 if( !zlev_sound.empty() ) {
6089 mvwprintw( w_look, point( 1, ++line ), tmp.z > lp.z ?
6090 _( "You heard %s from above." ) : _( "You heard %s from below." ), zlev_sound );
6091 }
6092 }
6093 }
6094}
bool sees_with_specials(const Creature &critter) const
Definition: character.cpp:6437
bool sees_with_infrared(const Creature &critter) const
Check whether the this player can see the other creature with infrared.
void print_fields_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line)
Definition: game.cpp:6198
void print_terrain_info(const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line)
Definition: game.cpp:6125
void print_graffiti_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:6290
void print_creature_info(const Creature *creature, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:6235
void print_vehicle_info(const vehicle *veh, int veh_part, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:6244
void print_items_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:6253
void print_visibility_info(const catacurses::window &w_look, int column, int &line, visibility_type visibility)
Definition: game.cpp:6096
void print_trap_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line)
Definition: game.cpp:6216
void line(map *m, const ter_id &type, const point &p1, const point &p2)
Definition: mapgen.cpp:6455
std::string sound_at(const tripoint &location)
Definition: sounds.cpp:605

References _, map::apparent_light_at(), creature, critter_at(), map::get_visibility(), map::inbounds(), line(), m, catacurses::mvwprintw(), OVERMAP_DEPTH, OVERMAP_HEIGHT, print_creature_info(), print_fields_info(), print_graffiti_info(), print_items_info(), print_terrain_info(), print_trap_info(), print_vehicle_info(), print_visibility_info(), Character::sees_with_infrared(), Character::sees_with_specials(), sounds::sound_at(), u, map::veh_at(), veh_pointer_or_null(), VIS_BOOMER, VIS_BOOMER_DARK, VIS_CLEAR, VIS_DARK, VIS_HIDDEN, VIS_LIT, and tripoint::z.

Referenced by pre_print_all_tile_info().

◆ print_creature_info()

void game::print_creature_info ( const Creature creature,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 6235 of file game.cpp.

6237{
6238 int vLines = last_line - line;
6239 if( creature != nullptr && ( u.sees( *creature ) || creature == &u ) ) {
6240 line = creature->print_info( w_look, ++line, vLines, column );
6241 }
6242}

References creature, line(), Character::sees(), and u.

Referenced by print_all_tile_info().

◆ print_fields_info()

void game::print_fields_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line 
)
private

Definition at line 6198 of file game.cpp.

6200{
6201 const field &tmpfield = m.field_at( lp );
6202 for( auto &fld : tmpfield ) {
6203 const field_entry &cur = fld.second;
6204 if( fld.first.obj().has_fire && ( m.has_flag( TFLAG_FIRE_CONTAINER, lp ) ||
6205 m.ter( lp ) == t_pit_shallow || m.ter( lp ) == t_pit ) ) {
6206 const int max_width = getmaxx( w_look ) - column - 2;
6207 int lines = fold_and_print( w_look, point( column, ++line ), max_width, cur.color(),
6208 get_fire_fuel_string( lp ) ) - 1;
6209 line += lines;
6210 } else {
6211 mvwprintz( w_look, point( column, ++line ), cur.color(), cur.name() );
6212 }
6213 }
6214}
An active or passive effect existing on a tile.
Definition: field.h:20
nc_color color() const
Definition: field.cpp:94
std::string name() const
Definition: field.h:84
A variable sized collection of field entries on a given map square.
Definition: field.h:131
ter_id t_pit_shallow
Definition: mapdata.cpp:625
ter_id t_pit
Definition: mapdata.cpp:625

References field_entry::color(), map::field_at(), fold_and_print(), get_fire_fuel_string(), catacurses::getmaxx(), map::has_flag(), line(), m, mvwprintz(), field_entry::name(), t_pit, t_pit_shallow, map::ter(), and TFLAG_FIRE_CONTAINER.

Referenced by print_all_tile_info().

◆ print_graffiti_info()

void game::print_graffiti_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 6290 of file game.cpp.

6293{
6294 if( line > last_line ) {
6295 return;
6296 }
6297
6298 const int max_width = getmaxx( w_look ) - column - 2;
6299 if( m.has_graffiti_at( lp ) ) {
6300 fold_and_print( w_look, point( column, ++line ), max_width, c_light_gray,
6301 m.ter( lp ) == t_grave_new ? _( "Graffiti: %s" ) : _( "Inscription: %s" ),
6302 m.graffiti_at( lp ) );
6303 }
6304}
ter_id t_grave_new
Definition: mapdata.cpp:625

References _, c_light_gray, fold_and_print(), catacurses::getmaxx(), map::graffiti_at(), map::has_graffiti_at(), line(), m, t_grave_new, and map::ter().

Referenced by print_all_tile_info().

◆ print_items_info()

void game::print_items_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 6253 of file game.cpp.

6256{
6257 if( !m.sees_some_items( lp, u ) ) {
6258 return;
6259 } else if( m.has_flag( "CONTAINER", lp ) && !m.could_see_items( lp, u ) ) {
6260 mvwprintw( w_look, point( column, ++line ), _( "You cannot see what is inside of it." ) );
6261 } else if( u.has_effect( effect_blind ) || u.worn_with_flag( "BLIND" ) ) {
6262 mvwprintz( w_look, point( column, ++line ), c_yellow,
6263 _( "There's something there, but you can't see what it is." ) );
6264 return;
6265 } else {
6266 std::map<std::string, int> item_names;
6267 for( auto &item : m.i_at( lp ) ) {
6268 ++item_names[item.tname()];
6269 }
6270
6271 const int max_width = getmaxx( w_look ) - column - 1;
6272 for( auto it = item_names.begin(); it != item_names.end(); ++it ) {
6273 // last line but not last item
6274 if( line + 1 >= last_line && std::next( it ) != item_names.end() ) {
6275 mvwprintz( w_look, point( column, ++line ), c_yellow, _( "More items here…" ) );
6276 break;
6277 }
6278
6279 if( it->second > 1 ) {
6280 trim_and_print( w_look, point( column, ++line ), max_width, c_white,
6281 pgettext( "%s is the name of the item. %d is the quantity of that item.", "%s [%d]" ),
6282 it->first.c_str(), it->second );
6283 } else {
6284 trim_and_print( w_look, point( column, ++line ), max_width, c_white, it->first );
6285 }
6286 }
6287 }
6288}
bool could_see_items(const tripoint &p, const Creature &who) const
Check if the creature could see items at p if there were any items.
Definition: map.cpp:4726
static const efftype_id effect_blind("blind")

References _, c_white, c_yellow, map::could_see_items(), effect_blind, catacurses::getmaxx(), Creature::has_effect(), map::has_flag(), map::i_at(), line(), m, catacurses::mvwprintw(), mvwprintz(), pgettext(), map::sees_some_items(), item::tname(), trim_and_print(), u, and Character::worn_with_flag().

Referenced by print_all_tile_info().

◆ print_terrain_info()

void game::print_terrain_info ( const tripoint lp,
const catacurses::window w_look,
const std::string &  area_name,
int  column,
int &  line 
)
private

Definition at line 6125 of file game.cpp.

6128{
6129 const int max_width = getmaxx( w_look ) - column - 1;
6130 int lines;
6131
6132 const auto fmt_tile_info = []( const tripoint & lp ) {
6133 map &here = get_map();
6134 std::string ret;
6135 if( debug_mode ) {
6136 ret = string_format( "%s %s", lp.to_string(), here.ter( lp )->id );
6137 if( here.has_furn( lp ) ) {
6138 ret += "; " + here.furn( lp )->id.str();
6139 }
6140 } else {
6141 ret = here.tername( lp );
6142 if( here.has_furn( lp ) ) {
6143 ret += "; " + here.furnname( lp );
6144 }
6145 }
6146 return ret;
6147 };
6148
6149 std::string tile = string_format( "(%s) %s", area_name, fmt_tile_info( lp ) );
6150
6151 if( m.impassable( lp ) ) {
6152 lines = fold_and_print( w_look, point( column, line ), max_width, c_light_gray,
6153 _( "%s; Impassable" ),
6154 tile );
6155 } else {
6156 lines = fold_and_print( w_look, point( column, line ), max_width, c_light_gray,
6157 _( "%s; Movement cost %d" ),
6158 tile, m.move_cost( lp ) * 50 );
6159
6160 const auto ll = get_light_level( std::max( 1.0,
6161 LIGHT_AMBIENT_LIT - m.ambient_light_at( lp ) + 1.0 ) );
6162 mvwprintw( w_look, point( column, ++lines ), _( "Lighting: " ) );
6163 wprintz( w_look, ll.second, ll.first );
6164 }
6165
6166 std::string signage = m.get_signage( lp );
6167 if( !signage.empty() ) {
6168 trim_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
6169 // NOLINTNEXTLINE(cata-text-style): the question mark does not end a sentence
6170 u.has_trait( trait_ILLITERATE ) ? _( "Sign: ???" ) : _( "Sign: %s" ), signage );
6171 }
6172
6173 if( m.has_zlevels() && lp.z > -OVERMAP_DEPTH && !m.has_floor( lp ) ) {
6174 // Print info about stuff below
6175 tripoint below( lp.xy(), lp.z - 1 );
6176 std::string tile_below = fmt_tile_info( below );
6177
6178 if( !m.has_floor_or_support( lp ) ) {
6179 fold_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
6180 _( "Below: %s; No support" ),
6181 tile_below );
6182 } else {
6183 fold_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
6184 _( "Below: %s; Walkable" ),
6185 tile_below );
6186 }
6187 }
6188
6189 int map_features = fold_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
6190 m.features( lp ) );
6191 fold_and_print( w_look, point( column, ++lines ), max_width, c_light_gray, _( "Coverage: %d%%" ),
6192 m.coverage( lp ) );
6193 if( line < lines ) {
6194 line = lines + map_features - 1;
6195 }
6196}
Manage and cache data about a part of the map.
Definition: map.h:385
bool has_floor_or_support(const tripoint &p) const
Definition: map.cpp:2034
float ambient_light_at(const tripoint &p) const
Definition: lightmap.cpp:617
std::string features(const tripoint &p)
Definition: map.cpp:1709
int coverage(const tripoint &p) const
Returns coverage value of the tile.
Definition: map.cpp:6226
const std::string & str() const
Returns the identifier as plain std::string.
Definition: string_id.h:255
static constexpr float LIGHT_AMBIENT_LIT
Definition: lightmap.h:18
std::pair< std::string, nc_color > get_light_level(const float light)
Definition: output.cpp:1621
furn_str_id id
Definition: mapdata.h:490
ter_str_id id
Definition: mapdata.h:458

References _, map::ambient_light_at(), c_dark_gray, c_light_gray, map::coverage(), debug_mode, map::features(), fold_and_print(), map::furn(), map::furnname(), get_light_level(), get_map, map::get_signage(), catacurses::getmaxx(), map::has_floor(), map::has_floor_or_support(), map::has_furn(), Character::has_trait(), map::has_zlevels(), ter_t::id, furn_t::id, map::impassable(), LIGHT_AMBIENT_LIT, line(), m, map::move_cost(), catacurses::mvwprintw(), OVERMAP_DEPTH, cata::hash64_detail::ret, string_id< T >::str(), string_format(), map::ter(), map::tername(), tripoint::to_string(), trait_ILLITERATE, trim_and_print(), u, wprintz(), tripoint::xy(), and tripoint::z.

Referenced by print_all_tile_info().

◆ print_trap_info()

void game::print_trap_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line 
)
private

Definition at line 6216 of file game.cpp.

6218{
6219 const trap &tr = m.tr_at( lp );
6220 if( tr.can_see( lp, u ) ) {
6221 partial_con *pc = m.partial_con_at( lp );
6222 std::string tr_name;
6223 if( pc && tr.loadid == tr_unfinished_construction ) {
6224 const construction &built = pc->id.obj();
6225 tr_name = string_format( _( "Unfinished task: %s, %d%% complete" ), built.description,
6226 pc->counter / 100000 );
6227 } else {
6228 tr_name = tr.name();
6229 }
6230
6231 mvwprintz( w_look, point( column, ++line ), tr.color, tr_name );
6232 }
6233}
partial_con * partial_con_at(const tripoint &p)
Definition: map.cpp:5131
static const trap_str_id tr_unfinished_construction("tr_unfinished_construction")
std::string description
Definition: construction.h:51
construction_id id
Definition: construction.h:33
nc_color color
Definition: trap.h:93

References _, trap::can_see(), trap::color, partial_con::counter, construction::description, partial_con::id, line(), trap::loadid, m, mvwprintz(), trap::name(), int_id< T >::obj(), map::partial_con_at(), string_format(), map::tr_at(), tr_unfinished_construction, and u.

Referenced by print_all_tile_info().

◆ print_vehicle_info()

void game::print_vehicle_info ( const vehicle veh,
int  veh_part,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 6244 of file game.cpp.

6246{
6247 if( veh ) {
6248 mvwprintw( w_look, point( column, ++line ), _( "There is a %s there. Parts:" ), veh->name );
6249 line = veh->print_part_list( w_look, ++line, last_line, getmaxx( w_look ), veh_part );
6250 }
6251}
int print_part_list(const catacurses::window &win, int y1, int max_y, int width, int p, int hl=-1, bool detail=false) const
Prints a list of all parts to the screen inside of a boxed window, possibly highlighting a selected o...

References _, catacurses::getmaxx(), line(), catacurses::mvwprintw(), vehicle::name, and vehicle::print_part_list().

Referenced by print_all_tile_info().

◆ print_visibility_info()

void game::print_visibility_info ( const catacurses::window w_look,
int  column,
int &  line,
visibility_type  visibility 
)
private

Definition at line 6096 of file game.cpp.

6098{
6099 const char *visibility_message = nullptr;
6100 switch( visibility ) {
6101 case VIS_CLEAR:
6102 visibility_message = _( "Clearly visible." );
6103 break;
6104 case VIS_BOOMER:
6105 visibility_message = _( "A bright pink blur." );
6106 break;
6107 case VIS_BOOMER_DARK:
6108 visibility_message = _( "A pink blur." );
6109 break;
6110 case VIS_DARK:
6111 visibility_message = _( "Darkness." );
6112 break;
6113 case VIS_LIT:
6114 visibility_message = _( "Bright light." );
6115 break;
6116 case VIS_HIDDEN:
6117 visibility_message = _( "Unseen." );
6118 break;
6119 }
6120
6121 mvwprintw( w_look, point( line, column ), visibility_message );
6122 line += 2;
6123}

References _, line(), catacurses::mvwprintw(), VIS_BOOMER, VIS_BOOMER_DARK, VIS_CLEAR, VIS_DARK, VIS_HIDDEN, and VIS_LIT.

Referenced by print_all_tile_info().

◆ process_activity()

void game::process_activity ( )
private

Definition at line 1743 of file game.cpp.

1744{
1745 if( !u.activity ) {
1746 return;
1747 }
1748
1749 while( u.moves > 0 && u.activity ) {
1750 u.activity.do_turn( u );
1751 }
1752}
void do_turn(player &p)
Performs the activity for a single turn.

References Character::activity, player_activity::do_turn(), Creature::moves, and u.

Referenced by do_turn().

◆ process_artifact()

void game::process_artifact ( item it,
player p 
)

Definition at line 11888 of file game.cpp.

11889{
11890 const bool worn = p.is_worn( it );
11891 const bool wielded = ( &it == &p.weapon );
11892 std::vector<art_effect_passive> effects = it.type->artifact->effects_carried;
11893 if( worn ) {
11894 const std::vector<art_effect_passive> &ew = it.type->artifact->effects_worn;
11895 effects.insert( effects.end(), ew.begin(), ew.end() );
11896 }
11897 if( wielded ) {
11898 const std::vector<art_effect_passive> &ew = it.type->artifact->effects_wielded;
11899 effects.insert( effects.end(), ew.begin(), ew.end() );
11900 }
11901
11902 if( it.is_tool() ) {
11903 // Recharge it if necessary
11904 if( it.ammo_remaining() < it.ammo_capacity() && calendar::once_every( 1_minutes ) ) {
11905 //Before incrementing charge, check that any extra requirements are met
11906 if( check_art_charge_req( it ) ) {
11907 switch( it.type->artifact->charge_type ) {
11908 case ARTC_NULL:
11909 case NUM_ARTCS:
11910 break; // dummy entries
11911 case ARTC_TIME:
11912 // Once per hour
11913 if( calendar::once_every( 1_hours ) ) {
11914 it.charges++;
11915 }
11916 break;
11917 case ARTC_SOLAR:
11918 if( calendar::once_every( 10_minutes ) &&
11919 is_in_sunlight( p.pos() ) ) {
11920 it.charges++;
11921 }
11922 break;
11923 // Artifacts can inflict pain even on Deadened folks.
11924 // Some weird Lovecraftian thing. ;P
11925 // (So DON'T route them through mod_pain!)
11926 case ARTC_PAIN:
11927 if( calendar::once_every( 1_minutes ) ) {
11928 add_msg( m_bad, _( "You suddenly feel sharp pain for no reason." ) );
11929 p.mod_pain_noresist( 3 * rng( 1, 3 ) );
11930 it.charges++;
11931 }
11932 break;
11933 case ARTC_HP:
11934 if( calendar::once_every( 1_minutes ) ) {
11935 add_msg( m_bad, _( "You feel your body decaying." ) );
11936 p.hurtall( 1, nullptr );
11937 it.charges++;
11938 }
11939 break;
11940 case ARTC_FATIGUE:
11941 if( calendar::once_every( 1_minutes ) ) {
11942 add_msg( m_bad, _( "You feel fatigue seeping into your body." ) );
11943 u.mod_fatigue( 3 * rng( 1, 3 ) );
11944 u.mod_stamina( -90 * rng( 1, 3 ) * rng( 1, 3 ) * rng( 2, 3 ) );
11945 it.charges++;
11946 }
11947 break;
11948 // Portals are energetic enough to charge the item.
11949 // Tears in reality are consumed too, but can't charge it.
11950 case ARTC_PORTAL:
11951 for( const tripoint &dest : m.points_in_radius( p.pos(), 1 ) ) {
11952 m.remove_field( dest, fd_fatigue );
11953 if( m.tr_at( dest ).loadid == tr_portal ) {
11954 add_msg( m_good, _( "The portal collapses!" ) );
11955 m.remove_trap( dest );
11956 it.charges++;
11957 break;
11958 }
11959 }
11960 break;
11961 }
11962 }
11963 }
11964 }
11965
11966 for( const art_effect_passive &i : effects ) {
11967 switch( i ) {
11968 case AEP_STR_UP:
11969 p.mod_str_bonus( +4 );
11970 break;
11971 case AEP_DEX_UP:
11972 p.mod_dex_bonus( +4 );
11973 break;
11974 case AEP_PER_UP:
11975 p.mod_per_bonus( +4 );
11976 break;
11977 case AEP_INT_UP:
11978 p.mod_int_bonus( +4 );
11979 break;
11980 case AEP_ALL_UP:
11981 p.mod_str_bonus( +2 );
11982 p.mod_dex_bonus( +2 );
11983 p.mod_per_bonus( +2 );
11984 p.mod_int_bonus( +2 );
11985 break;
11986 case AEP_SPEED_UP:
11987 // Handled in player::current_speed()
11988 break;
11989
11990 case AEP_PBLUE:
11991 if( p.get_rad() > 0 ) {
11992 p.mod_rad( -1 );
11993 }
11994 break;
11995
11996 case AEP_SMOKE:
11997 if( one_in( 10 ) ) {
11998 tripoint pt( p.posx() + rng( -1, 1 ),
11999 p.posy() + rng( -1, 1 ),
12000 p.posz() );
12001 m.add_field( pt, fd_smoke, rng( 1, 3 ) );
12002 }
12003 break;
12004
12005 case AEP_SNAKES:
12006 break; // Handled in player::hit()
12007
12008 case AEP_EXTINGUISH:
12009 for( const tripoint &dest : m.points_in_radius( p.pos(), 1 ) ) {
12010 m.mod_field_age( dest, fd_fire, -1_turns );
12011 }
12012 break;
12013
12014 case AEP_FUN:
12015 //Bonus fluctuates, wavering between 0 and 30-ish - usually around 12
12016 p.add_morale( MORALE_FEELING_GOOD, rng( 1, 2 ) * rng( 2, 3 ), 0, 3_turns, 0_turns, false );
12017 break;
12018
12019 case AEP_HUNGER:
12020 if( one_in( 100 ) ) {
12021 p.mod_stored_kcal( -10 );
12022 }
12023 break;
12024
12025 case AEP_THIRST:
12026 if( one_in( 120 ) ) {
12027 p.mod_thirst( 1 );
12028 }
12029 break;
12030
12031 case AEP_EVIL:
12032 if( one_in( 150 ) ) { // Once every 15 minutes, on average
12033 p.add_effect( effect_evil, 30_minutes );
12034 if( it.is_armor() ) {
12035 if( !worn ) {
12036 add_msg( _( "You have an urge to wear the %s." ),
12037 it.tname() );
12038 }
12039 } else if( !wielded ) {
12040 add_msg( _( "You have an urge to wield the %s." ),
12041 it.tname() );
12042 }
12043 }
12044 break;
12045
12046 case AEP_SCHIZO:
12047 break; // Handled in player::suffer()
12048
12049 case AEP_RADIOACTIVE:
12050 if( one_in( 4 ) ) {
12051 p.irradiate( 1.0f );
12052 }
12053 break;
12054
12055 case AEP_STR_DOWN:
12056 p.mod_str_bonus( -3 );
12057 break;
12058
12059 case AEP_DEX_DOWN:
12060 p.mod_dex_bonus( -3 );
12061 break;
12062
12063 case AEP_PER_DOWN:
12064 p.mod_per_bonus( -3 );
12065 break;
12066
12067 case AEP_INT_DOWN:
12068 p.mod_int_bonus( -3 );
12069 break;
12070
12071 case AEP_ALL_DOWN:
12072 p.mod_str_bonus( -2 );
12073 p.mod_dex_bonus( -2 );
12074 p.mod_per_bonus( -2 );
12075 p.mod_int_bonus( -2 );
12076 break;
12077
12078 case AEP_SPEED_DOWN:
12079 break; // Handled in player::current_speed()
12080
12081 default:
12082 //Suppress warnings
12083 break;
12084 }
12085 }
12086 // Recalculate, as it might have changed (by mod_*_bonus above)
12087 p.str_cur = p.get_str();
12088 p.int_cur = p.get_int();
12089 p.dex_cur = p.get_dex();
12090 p.per_cur = p.get_per();
12091}
@ ARTC_PORTAL
Definition: artifact.h:69
@ ARTC_FATIGUE
Definition: artifact.h:68
@ ARTC_NULL
Definition: artifact.h:63
@ ARTC_SOLAR
Definition: artifact.h:65
@ NUM_ARTCS
Definition: artifact.h:70
@ ARTC_HP
Definition: artifact.h:67
@ ARTC_TIME
Definition: artifact.h:64
@ ARTC_PAIN
Definition: artifact.h:66
virtual void mod_per_bonus(int nper)
Definition: character.cpp:4197
virtual void mod_dex_bonus(int ndex)
Definition: character.cpp:4192
int str_cur
Definition: character.h:247
void mod_rad(int mod)
Definition: character.cpp:7197
virtual int get_dex() const
Definition: character.cpp:4081
virtual void mod_stored_kcal(int nkcal)
Modifiers for need values exclusive to characters.
Definition: character.cpp:4312
bool is_worn(const item &thing) const
Definition: character.h:1082
virtual int get_int() const
Definition: character.cpp:4089
virtual void mod_fatigue(int nfatigue)
Definition: character.cpp:4443
virtual void mod_str_bonus(int nstr)
Definition: character.cpp:4187
int int_cur
Definition: character.h:249
int get_rad() const
Definition: character.cpp:7187
void add_morale(const morale_type &type, int bonus, int max_bonus=0, const time_duration &duration=1_hours, const time_duration &decay_start=30_minutes, bool capped=false, const itype *item_type=nullptr)
Definition: character.cpp:9102
virtual int get_per() const
Definition: character.cpp:4085
void mod_stamina(int mod)
Definition: character.cpp:7224
void hurtall(int dam, Creature *source, bool disturb=true)
Hurts all body parts for dam, no armor reduction.
Definition: character.cpp:8668
bool irradiate(float rads, bool bypass=false)
Handles mitigation and application of radiation.
Definition: suffer.cpp:1532
virtual void mod_int_bonus(int nint)
Definition: character.cpp:4202
virtual void mod_pain_noresist(int npain)
Definition: creature.cpp:1352
bool is_in_sunlight(const tripoint &p)
Returns true if p is outdoors and it is sunny.
Definition: game.cpp:5168
int ammo_remaining() const
Quantity of ammunition currently loaded in tool, gun or auxiliary gunmod.
Definition: item.cpp:7220
bool is_tool() const
Definition: item.cpp:6797
int ammo_capacity() const
Maximum quantity of ammunition loadable for tool, gun or auxiliary gunmod.
Definition: item.cpp:7247
int charges
Definition: item.h:2195
bool is_armor() const
Definition: item.cpp:6548
const itype * type
Definition: item.h:2156
bool add_field(const tripoint &p, const field_type_id &type_id, int intensity=INT_MAX, const time_duration &age=0_turns, bool hit_player=true)
Add field entry at point, or set intensity if present.
Definition: map.cpp:5386
time_duration mod_field_age(const tripoint &p, const field_type_id &type, const time_duration &offset)
Increment/decrement age of field entry at point.
Definition: map.cpp:5306
void remove_trap(const tripoint &p)
Definition: map.cpp:5251
art_effect_passive
Definition: enums.h:99
@ AEP_EXTINGUISH
Definition: enums.h:114
field_type_id fd_smoke
Definition: field_type.cpp:346
field_type_id fd_fatigue
Definition: field_type.cpp:354
static const efftype_id effect_evil("evil")
static const trap_str_id tr_portal("tr_portal")
const morale_type MORALE_FEELING_GOOD("morale_feeling_good")
cata::value_ptr< islot_artifact > artifact
Definition: itype.h:864

References _, Creature::add_effect(), map::add_field(), Character::add_morale(), add_msg(), AEP_ALL_DOWN, AEP_ALL_UP, AEP_DEX_DOWN, AEP_DEX_UP, AEP_EVIL, AEP_EXTINGUISH, AEP_FUN, AEP_HUNGER, AEP_INT_DOWN, AEP_INT_UP, AEP_PBLUE, AEP_PER_DOWN, AEP_PER_UP, AEP_RADIOACTIVE, AEP_SCHIZO, AEP_SMOKE, AEP_SNAKES, AEP_SPEED_DOWN, AEP_SPEED_UP, AEP_STR_DOWN, AEP_STR_UP, AEP_THIRST, item::ammo_capacity(), item::ammo_remaining(), ARTC_FATIGUE, ARTC_HP, ARTC_NULL, ARTC_PAIN, ARTC_PORTAL, ARTC_SOLAR, ARTC_TIME, itype::artifact, item::charges, check_art_charge_req(), Character::dex_cur, effect_evil, fd_fatigue, fd_fire, fd_smoke, Character::get_dex(), Character::get_int(), Character::get_per(), Character::get_rad(), Character::get_str(), Character::hurtall(), Character::int_cur, Character::irradiate(), item::is_armor(), is_in_sunlight(), item::is_tool(), Character::is_worn(), trap::loadid, m, m_bad, m_good, Character::mod_dex_bonus(), Character::mod_fatigue(), map::mod_field_age(), Character::mod_int_bonus(), Creature::mod_pain_noresist(), Character::mod_per_bonus(), Character::mod_rad(), Character::mod_stamina(), Character::mod_stored_kcal(), Character::mod_str_bonus(), Character::mod_thirst(), MORALE_FEELING_GOOD, NUM_ARTCS, calendar::once_every(), one_in(), Character::per_cur, map::points_in_radius(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), map::remove_field(), map::remove_trap(), rng(), Character::str_cur, item::tname(), map::tr_at(), tr_portal, item::type, u, and Character::weapon.

◆ process_voluntary_act_interrupt()

void game::process_voluntary_act_interrupt ( )
private

Definition at line 1704 of file game.cpp.

1705{
1706 if( u.has_effect( effect_sleep ) ) {
1707 // Can't interrupt
1708 return;
1709 }
1710
1711 bool has_activity = u.activity && u.activity.moves_left > 0;
1712 bool is_travelling = u.has_destination() && !u.omt_path.empty();
1713
1714 if( !has_activity && !is_travelling ) {
1715 // Nohing to interrupt
1716 return;
1717 }
1718
1719 // Key poll may be quite expensive, so limit it to 10 times per second.
1720 static auto last_poll = std::chrono::steady_clock::now();
1721 auto now = std::chrono::steady_clock::now();
1722 int64_t difference = std::chrono::duration_cast<std::chrono::milliseconds>
1723 ( now - last_poll ).count();
1724
1725 if( difference > 100 ) {
1727 last_poll = now;
1728 }
1729
1730 // If player is performing a task and a monster is dangerously close, warn them
1731 // regardless of previous safemode warnings
1732 if( has_activity && !u.has_activity( activity_id( "ACT_AIM" ) ) &&
1734 Creature *hostile_critter = is_hostile_very_close();
1735 if( hostile_critter != nullptr ) {
1737 string_format( _( "The %s is dangerously close!" ),
1738 hostile_critter->get_name() ) );
1739 }
1740 }
1741}
bool has_activity(const activity_id &type) const
Check if player currently has a given activity.
Definition: character.cpp:9233
virtual std::string get_name() const =0
void handle_key_blocking_activity()
Definition: game.cpp:2058
int moves_left
The number of moves remaining in this activity before it is complete.

References _, Character::activity, cancel_activity_or_ignore_query(), effect_sleep, Creature::get_name(), handle_key_blocking_activity(), Character::has_activity(), Character::has_destination(), Creature::has_effect(), hostile_spotted_near, player_activity::is_distraction_ignored(), is_hostile_very_close(), player_activity::moves_left, Character::omt_path, string_format(), and u.

Referenced by do_turn().

◆ prompt_dangerous_tile()

bool game::prompt_dangerous_tile ( const tripoint dest_loc) const

Definition at line 9266 of file game.cpp.

9267{
9268 std::vector<std::string> harmful_stuff = get_dangerous_tile( dest_loc );
9269
9270 if( !harmful_stuff.empty() &&
9271 !query_yn( _( "Really step into %s?" ), enumerate_as_string( harmful_stuff ) ) ) {
9272 return false;
9273 }
9274 if( !harmful_stuff.empty() && u.is_mounted() &&
9275 m.tr_at( dest_loc ).loadid == tr_ledge ) {
9276 add_msg( m_warning, _( "Your %s refuses to move over that ledge!" ),
9277 u.mounted_creature->get_name() );
9278 return false;
9279 }
9280 return true;
9281}

References _, add_msg(), enumerate_as_string(), get_dangerous_tile(), Character::is_mounted(), trap::loadid, m, m_warning, Character::mounted_creature, query_yn(), map::tr_at(), tr_ledge, and u.

Referenced by npc_menu(), and walk_move().

◆ quickload()

void game::quickload ( )
private

Definition at line 11856 of file game.cpp.

11857{
11858 const WORLDPTR active_world = world_generator->active_world;
11859 if( active_world == nullptr ) {
11860 return;
11861 }
11862
11863 if( active_world->save_exists( save_t::from_player_name( u.name ) ) ) {
11864 if( moves_since_last_save != 0 ) { // See if we need to reload anything
11865 MAPBUFFER.reset();
11867 try {
11868 setup();
11869 } catch( const std::exception &err ) {
11870 debugmsg( "Error: %s", err.what() );
11871 }
11873 }
11874 } else {
11875 popup_getkey( _( "No saves for %s yet." ), u.name );
11876 }
11877}
bool load(const std::string &world)
Attempt to load first valid save (if any) in world.
Definition: game.cpp:2834
void setup()
Definition: game.cpp:561
static save_t from_player_name(const std::string &name)
int popup_getkey(const char *const mes, Args &&... args)
Definition: output.h:500
bool save_exists(const save_t &name) const

References _, overmapbuffer::clear(), debugmsg, save_t::from_player_name(), load(), MAPBUFFER, moves_since_last_save, Character::name, overmap_buffer, popup_getkey(), mapbuffer::reset(), WORLD::save_exists(), setup(), u, and world_generator.

Referenced by handle_action().

◆ quicksave()

void game::quicksave ( )

Definition at line 11834 of file game.cpp.

11835{
11836 //Don't autosave if the player hasn't done anything since the last autosave/quicksave,
11837 if( !moves_since_last_save ) {
11838 return;
11839 }
11840 add_msg( m_info, _( "Saving game, this may take a while" ) );
11841
11843 popup.message( "%s", _( "Saving game, this may take a while" ) );
11846
11847 time_t now = time( nullptr ); //timestamp for start of saving procedure
11848
11849 //perform save
11850 save();
11851 //Now reset counters for autosaving, so we don't immediately autosave after a quicksave or autosave.
11853 last_save_timestamp = now;
11854}

References _, add_msg(), last_save_timestamp, m_info, moves_since_last_save, popup(), ui_manager::redraw(), refresh_display(), and save().

Referenced by autosave(), and handle_action().

◆ reenter_fullscreen()

void game::reenter_fullscreen ( )

Definition at line 549 of file game.cpp.

550{
551 if( was_fullscreen ) {
552 if( !fullscreen ) {
554 }
555 }
556}

References fullscreen, toggle_fullscreen(), and was_fullscreen.

Referenced by list_items_monsters(), and look_around().

◆ reload()

void game::reload ( item_location loc,
bool  prompt = false,
bool  empty = true 
)

Definition at line 8856 of file game.cpp.

8857{
8859 item *it = loc.get_item();
8860
8861 // bows etc. do not need to reload. select favorite ammo for them instead
8862 if( it->has_flag( "RELOAD_AND_SHOOT" ) ) {
8864 return;
8865 }
8866
8867 switch( u.rate_action_reload( *it ) ) {
8868 case hint_rating::iffy:
8869 if( ( it->is_ammo_container() || it->is_magazine() ) && it->ammo_remaining() > 0 &&
8870 it->ammo_remaining() == it->ammo_capacity() ) {
8871 add_msg( m_info, _( "The %s is already fully loaded!" ), it->tname() );
8872 return;
8873 }
8874 if( it->is_ammo_belt() ) {
8875 const auto &linkage = it->type->magazine->linkage;
8876 if( linkage && !u.has_charges( *linkage, 1 ) ) {
8877 add_msg( m_info, _( "You need at least one %s to reload the %s!" ),
8878 item::nname( *linkage, 1 ), it->tname() );
8879 return;
8880 }
8881 }
8882 if( it->is_watertight_container() && it->is_container_full() ) {
8883 add_msg( m_info, _( "The %s is already full!" ), it->tname() );
8884 return;
8885 }
8886
8887 // intentional fall-through
8888
8889 case hint_rating::cant:
8890 add_msg( m_info, _( "You can't reload a %s!" ), it->tname() );
8891 return;
8892
8893 case hint_rating::good:
8894 break;
8895 }
8896
8897 bool use_loc = true;
8898 if( !it->has_flag( "ALLOWS_REMOTE_USE" ) ) {
8899 it = loc.obtain( u ).get_item();
8900 use_loc = false;
8901 }
8902
8903 // for holsters and ammo pouches try to reload any contained item
8904 if( it->type->can_use( "holster" ) && !it->contents.empty() ) {
8905 it = &it->contents.front();
8906 }
8907
8908 // for bandoliers we currently defer to iuse_actor methods
8909 if( it->is_bandolier() ) {
8910 auto ptr = dynamic_cast<const bandolier_actor *>
8911 ( it->type->get_use( "bandolier" )->get_actor_ptr() );
8912 ptr->reload( u, *it );
8913 return;
8914 }
8915
8917
8918 if( opt.ammo.get_item() == nullptr ) {
8919 return;
8920 }
8921
8922 if( opt ) {
8923 int moves = opt.moves();
8924 if( it->get_var( "dirt", 0 ) > 7800 ) {
8925 add_msg( m_warning, _( "You struggle to reload the fouled %s." ), it->tname() );
8926 moves += 2500;
8927 }
8928
8929 u.assign_activity( activity_id( "ACT_RELOAD" ), moves, opt.qty() );
8930 if( use_loc ) {
8931 u.activity.targets.emplace_back( loc );
8932 } else {
8933 u.activity.targets.emplace_back( u, const_cast<item *>( opt.target ) );
8934 }
8935 u.activity.targets.push_back( std::move( opt.ammo ) );
8936 }
8937}
bool has_charges(const itype_id &it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >) const
Definition: character.cpp:9609
Store ammo and later reload using it.
Definition: iuse_actor.h:885
int moves() const
Definition: item.cpp:7870
const item * target
Definition: item.h:482
int qty() const
Definition: item.h:485
item_location ammo
Definition: item.h:483
item & front()
this is an artifact of the previous code using front() everywhere for contents.
bool empty() const
item * get_item()
Gets the selected item or nullptr.
item_location obtain(Character &ch, int qty=-1)
Move an item from the location to the character inventory.
double get_var(const std::string &name, double default_value) const
Definition: item.cpp:1024
bool is_ammo_container() const
Definition: item.cpp:6506
bool is_watertight_container() const
Whether this is a container which can be used to store liquids.
Definition: item.cpp:6568
static std::string nname(const itype_id &id, unsigned int quantity=1)
Returns the translated item name for the item with given id.
Definition: item.cpp:9743
bool is_ammo_belt() const
Definition: item.cpp:6411
item_contents contents
Definition: item.h:2157
bool is_container_full(bool allow_bucket=false) const
Whether this item has no more free capacity for its current content.
Definition: item.cpp:6686
bool is_bandolier() const
Definition: item.cpp:6416
bool has_flag(const std::string &flag) const
Definition: item.cpp:5186
bool is_magazine() const
Definition: item.cpp:6401
item_location ammo_location
Definition: player.h:620
const void * ptr(const T *p)
\rst Converts p to const void* for pointer formatting.
static item::reload_option favorite_ammo_or_select(const player &u, const item &it, bool empty, bool prompt)
Definition: game.cpp:8837
@ prompt
Definition: pickup.h:30
const use_function * get_use(const std::string &iuse_name) const
Definition: itype.cpp:91
cata::value_ptr< islot_magazine > magazine
Definition: itype.h:859
bool can_use(const std::string &iuse_name) const
Definition: itype.cpp:86

References _, Character::activity, add_msg(), item::reload_option::ammo, item::ammo_capacity(), player::ammo_location, item::ammo_remaining(), Character::assign_activity(), itype::can_use(), cant, item::contents, item_contents::empty(), favorite_ammo_or_select(), item_contents::front(), use_function::get_actor_ptr(), item_location::get_item(), itype::get_use(), item::get_var(), good, Character::has_charges(), item::has_flag(), iffy, item::is_ammo_belt(), item::is_ammo_container(), item::is_bandolier(), item::is_container_full(), item::is_magazine(), item::is_watertight_container(), m_info, m_warning, itype::magazine, item_location::make_dirty(), avatar_action::move(), item::reload_option::moves(), item::nname(), item_location::obtain(), pickup::prompt, ranged::prompt_select_default_ammo_for(), ptr(), item::reload_option::qty(), player::rate_action_reload(), item::reload_option::target, player_activity::targets, item::tname(), item::type, and u.

Referenced by inventory_item_menu(), reload_item(), and reload_wielded().

◆ reload_item()

void game::reload_item ( )

Definition at line 8940 of file game.cpp.

8941{
8942 item_location item_loc = inv_map_splice( [&]( const item & it ) {
8943 return u.rate_action_reload( it ) == hint_rating::good;
8944 }, _( "Reload item" ), 1, _( "You have nothing to reload." ) );
8945
8946 if( !item_loc ) {
8947 add_msg( _( "Never mind." ) );
8948 return;
8949 }
8950
8951 reload( item_loc );
8952}
item_location inv_map_splice(item_filter filter, const std::string &title, int radius=0, const std::string &none_message="")
Custom-filtered menu for inventory and nearby items and those that within specified radius.

References _, add_msg(), good, inv_map_splice(), player::rate_action_reload(), reload(), and u.

Referenced by handle_action().

◆ reload_npcs()

void game::reload_npcs ( )

Unloads, then loads the NPCs.

Definition at line 961 of file game.cpp.

962{
963 // TODO: Make it not invoke the "on_unload" command for the NPCs that will be loaded anyway
964 // and not invoke "on_load" for those NPCs that avoided unloading this way.
965 unload_npcs();
966 load_npcs();
967}

References load_npcs(), and unload_npcs().

Referenced by load(), overmap_npc_move(), vertical_move(), and vertical_shift().

◆ reload_tileset()

void game::reload_tileset ( )

Definition at line 522 of file game.cpp.

523{
524#if defined(TILES)
525 try {
526 tilecontext->reinit();
527 tilecontext->load_tileset( get_option<std::string>( "TILES" ), false, true );
528 tilecontext->do_tile_loading_report();
529 } catch( const std::exception &err ) {
530 popup( _( "Loading the tileset failed: %s" ), err.what() );
531 }
532 g->reset_zoom();
533 g->mark_main_ui_adaptor_resize();
534#endif // TILES
535}

References _, g, and popup().

Referenced by handle_action().

◆ reload_weapon()

void game::reload_weapon ( bool  try_everything = true)

Definition at line 8964 of file game.cpp.

8965{
8966 // As a special streamlined activity, hitting reload repeatedly should:
8967 // Reload wielded gun
8968 // First reload a magazine if necessary.
8969 // Then load said magazine into gun.
8970 // Reload magazines that are compatible with the current gun.
8971 // Reload other guns in inventory.
8972 // Reload misc magazines in inventory.
8973 std::vector<item_location> reloadables = u.find_reloadables();
8974 std::sort( reloadables.begin(), reloadables.end(),
8975 [this]( const item_location & a, const item_location & b ) {
8976 const item *ap = a.get_item();
8977 const item *bp = b.get_item();
8978 // Current wielded weapon comes first.
8979 if( this->u.is_wielding( *bp ) ) {
8980 return false;
8981 }
8982 if( this->u.is_wielding( *ap ) ) {
8983 return true;
8984 }
8985 // Second sort by affiliation with wielded gun
8986 const std::set<itype_id> compatible_magazines = this->u.weapon.magazine_compatible();
8987 const bool mag_ap = compatible_magazines.count( ap->typeId() ) > 0;
8988 const bool mag_bp = compatible_magazines.count( bp->typeId() ) > 0;
8989 if( mag_ap != mag_bp ) {
8990 return mag_ap;
8991 }
8992 // Third sort by gun vs magazine,
8993 if( ap->is_gun() != bp->is_gun() ) {
8994 return ap->is_gun();
8995 }
8996 // Finally sort by speed to reload.
8997 return ( ap->get_reload_time() * ( ap->ammo_capacity() - ap->ammo_remaining() ) ) <
8998 ( bp->get_reload_time() * ( bp->ammo_capacity() - bp->ammo_remaining() ) );
8999 } );
9000 for( item_location &candidate : reloadables ) {
9001 std::vector<item::reload_option> ammo_list;
9002 u.list_ammo( *candidate.get_item(), ammo_list, false );
9003 if( !ammo_list.empty() ) {
9004 reload( candidate, false, false );
9005 return;
9006 }
9007 }
9008 // Just for testing, bail out here to avoid unwanted side effects.
9009 if( !try_everything ) {
9010 return;
9011 }
9012 // If we make it here and haven't found anything to reload, start looking elsewhere.
9013 vehicle *veh = veh_pointer_or_null( m.veh_at( u.pos() ) );
9014 turret_data turret;
9015 if( veh && ( turret = veh->turret_query( u.pos() ) ) && turret.can_reload() ) {
9016 item::reload_option opt = g->u.select_ammo( *turret.base(), true );
9017 if( opt ) {
9018 g->u.assign_activity( activity_id( "ACT_RELOAD" ), opt.moves(), opt.qty() );
9019 g->u.activity.targets.emplace_back( turret.base() );
9020 g->u.activity.targets.push_back( std::move( opt.ammo ) );
9021 }
9022 return;
9023 }
9024
9025 reload_item();
9026}
std::vector< item_location > find_reloadables()
Searches for weapons and magazines that can be reloaded.
Definition: character.cpp:2694
bool list_ammo(const item &base, std::vector< item::reload_option > &ammo_list, bool include_empty_mags=true, bool include_potential=false) const
Definition: player.cpp:2242
bool can_reload() const
Definition: turret.cpp:212
item_location base()
Get base item location.
Definition: turret.cpp:84
turret_data turret_query(vehicle_part &pt)
Get firing data for a turret.
Definition: turret.cpp:55
constexpr double a
Definition: magic.cpp:1030
constexpr double b
Definition: magic.cpp:1031

References a, b, Character::find_reloadables(), and u.

Referenced by handle_action().

◆ reload_wielded()

void game::reload_wielded ( bool  prompt = false)

Definition at line 8954 of file game.cpp.

8955{
8956 if( u.weapon.is_null() || !u.weapon.is_reloadable() ) {
8957 add_msg( _( "You aren't holding something you can reload." ) );
8958 return;
8959 }
8960 item_location item_loc = item_location( u, &u.weapon );
8961 reload( item_loc, prompt );
8962}
bool is_null() const
Definition: item.cpp:731
bool is_reloadable() const
Is it ever possible to reload this item? Only the base item is considered with any mods ignored.
Definition: item.cpp:9651

References _, add_msg(), item::is_null(), item::is_reloadable(), pickup::prompt, reload(), u, and Character::weapon.

Referenced by handle_action().

◆ remoteveh()

vehicle * game::remoteveh ( )

Returns the current remotely controlled vehicle.

Definition at line 2575 of file game.cpp.

2576{
2578 return remoteveh_cache;
2579 }
2581 std::stringstream remote_veh_string( u.get_value( "remote_controlling_vehicle" ) );
2582 if( remote_veh_string.str().empty() ||
2584 remoteveh_cache = nullptr;
2585 } else {
2586 tripoint vp;
2587 remote_veh_string >> vp.x >> vp.y >> vp.z;
2588 vehicle *veh = veh_pointer_or_null( m.veh_at( vp ) );
2589 if( veh && veh->fuel_left( itype_battery, true ) > 0 ) {
2590 remoteveh_cache = veh;
2591 } else {
2592 remoteveh_cache = nullptr;
2593 }
2594 }
2595 return remoteveh_cache;
2596}
vehicle * remoteveh_cache
Definition: game.h:1093
int fuel_left(const itype_id &ftype, bool recurse=false) const
Definition: vehicle.cpp:3359
static const bionic_id bio_remote("bio_remote")
static const itype_id itype_remotevehcontrol("remotevehcontrol")
static const itype_id itype_battery("battery")

References bio_remote, vehicle::fuel_left(), Creature::get_value(), Character::has_active_bionic(), Character::has_active_item(), itype_battery, itype_remotevehcontrol, m, remoteveh_cache, remoteveh_cache_time, calendar::turn, u, map::veh_at(), veh_pointer_or_null(), tripoint::x, tripoint::y, and tripoint::z.

Referenced by control_vehicle(), and handle_action().

◆ remove_npc_follower()

void game::remove_npc_follower ( const character_id id)

Remove follower id from follower set.

Definition at line 1967 of file game.cpp.

1968{
1969 follower_ids.erase( id );
1970 u.follower_ids.erase( id );
1971}

References follower_ids, player::follower_ids, and u.

Referenced by cleanup_dead().

◆ remove_zombie()

void game::remove_zombie ( const monster critter)

Definition at line 5047 of file game.cpp.

5048{
5049 critter_tracker->remove( critter );
5050}

References critter_tracker.

Referenced by despawn_monster(), disable_robot(), start_game(), and vertical_move().

◆ replace_stair_monsters()

void game::replace_stair_monsters ( )
private

Definition at line 11354 of file game.cpp.

11355{
11356 for( auto &elem : coming_to_stairs ) {
11357 elem.staircount = 0;
11358 const tripoint pnt( elem.pos().xy(), get_levz() );
11359 place_critter_around( make_shared_fast<monster>( elem ), pnt, 10 );
11360 }
11361
11362 coming_to_stairs.clear();
11363}
std::vector< monster > coming_to_stairs
Definition: game.h:1031

References coming_to_stairs, get_levz(), and place_critter_around().

◆ reset_item_list_state()

void game::reset_item_list_state ( const catacurses::window window,
int  height,
bool  bRadiusSort 
)
private

Definition at line 7437 of file game.cpp.

7438{
7439 const int width = getmaxx( window );
7440 for( int i = 1; i < TERMX; i++ ) {
7441 if( i < width ) {
7442 mvwputch( window, point( i, 0 ), c_light_gray, LINE_OXOX ); // -
7443 mvwputch( window, point( i, TERMY - height - 1 ), c_light_gray,
7444 LINE_OXOX ); // -
7445 }
7446
7447 if( i < TERMY - height ) {
7448 mvwputch( window, point( 0, i ), c_light_gray, LINE_XOXO ); // |
7449 mvwputch( window, point( width - 1, i ), c_light_gray, LINE_XOXO ); // |
7450 }
7451 }
7452
7453 mvwputch( window, point_zero, c_light_gray, LINE_OXXO ); // |^
7454 mvwputch( window, point( width - 1, 0 ), c_light_gray, LINE_OOXX ); // ^|
7455
7456 mvwputch( window, point( 0, TERMY - height - 1 ), c_light_gray,
7457 LINE_XXXO ); // |-
7458 mvwputch( window, point( width - 1, TERMY - height - 1 ), c_light_gray,
7459 LINE_XOXX ); // -|
7460
7461 mvwprintz( window, point( 2, 0 ), c_light_green, "<Tab> " );
7462 wprintz( window, c_white, _( "Items" ) );
7463
7464 std::string sSort;
7465 if( bRadiusSort ) {
7466 //~ Sort type: distance.
7467 sSort = _( "<s>ort: dist" );
7468 } else {
7469 //~ Sort type: category.
7470 sSort = _( "<s>ort: cat" );
7471 }
7472
7473 int letters = utf8_width( sSort );
7474
7475 shortcut_print( window, point( getmaxx( window ) - letters, 0 ), c_white, c_light_green, sSort );
7476
7477 std::vector<std::string> tokens;
7478 if( !sFilter.empty() ) {
7479 tokens.emplace_back( _( "<R>eset" ) );
7480 }
7481
7482 tokens.emplace_back( _( "<E>xamine" ) );
7483 tokens.emplace_back( _( "<C>ompare" ) );
7484 tokens.emplace_back( _( "<F>ilter" ) );
7485 tokens.emplace_back( _( "<+/->Priority" ) );
7486
7487 int gaps = tokens.size() + 1;
7488 letters = 0;
7489 int n = tokens.size();
7490 for( int i = 0; i < n; i++ ) {
7491 letters += utf8_width( tokens[i] ) - 2; //length ignores < >
7492 }
7493
7494 int usedwidth = letters;
7495 const int gap_spaces = ( width - usedwidth ) / gaps;
7496 usedwidth += gap_spaces * gaps;
7497 point pos( gap_spaces + ( width - usedwidth ) / 2, TERMY - height - 1 );
7498
7499 for( int i = 0; i < n; i++ ) {
7500 pos.x += shortcut_print( window, pos, c_white, c_light_green,
7501 tokens[i] ) + gap_spaces;
7502 }
7503}
#define LINE_OOXX
Definition: output.h:43
#define LINE_OXXO
Definition: output.h:42

References _, c_light_gray, c_light_green, c_white, catacurses::getmaxx(), LINE_OOXX, LINE_OXOX, LINE_OXXO, LINE_XOXO, LINE_XOXX, LINE_XXXO, mvwprintz(), mvwputch(), point_zero, sFilter, shortcut_print(), TERMX, TERMY, utf8_width(), wprintz(), and point::x.

Referenced by list_items().

◆ reset_light_level()

void game::reset_light_level ( )

Definition at line 3936 of file game.cpp.

3937{
3938 for( float &lev : latest_lightlevels ) {
3939 lev = -std::numeric_limits<float>::max();
3940 }
3941}

References latest_lightlevels.

Referenced by do_turn(), and game().

◆ reset_npc_dispositions()

void game::reset_npc_dispositions ( )
private

Definition at line 3011 of file game.cpp.

3012{
3013 for( auto elem : follower_ids ) {
3014 shared_ptr_fast<npc> npc_to_get = overmap_buffer.find_npc( elem );
3015 if( !npc_to_get ) {
3016 continue;
3017 }
3018 npc *npc_to_add = npc_to_get.get();
3019 npc_to_add->chatbin.missions.clear();
3020 npc_to_add->chatbin.missions_assigned.clear();
3021 npc_to_add->mission = NPC_MISSION_NULL;
3022 npc_to_add->chatbin.mission_selected = nullptr;
3023 npc_to_add->set_attitude( NPCATT_NULL );
3024 npc_to_add->op_of_u.anger = 0;
3025 npc_to_add->op_of_u.fear = 0;
3026 npc_to_add->op_of_u.trust = 0;
3027 npc_to_add->op_of_u.value = 0;
3028 npc_to_add->op_of_u.owed = 0;
3029 npc_to_add->set_fac( faction_id( "no_faction" ) );
3031 npc_to_add->global_omt_location(),
3032 npc_to_add->getID() ) );
3033
3034 }
3035
3036}
void set_attitude(npc_attitude new_attitude)
Definition: npc.cpp:3144
npc_chatbin chatbin
Definition: npc.h:1329
void add_new_mission(mission *miss)
See npc_chatbin::add_new_mission.
Definition: npc.cpp:2640
npc_opinion op_of_u
Definition: npc.h:1328
void set_fac(const faction_id &id)
Definition: npc.cpp:466
std::vector< mission * > missions_assigned
Mission that have been assigned by this NPC to a player character.
Definition: npc.h:752
mission * mission_selected
The mission (if any) that we talk about right now.
Definition: npc.h:757
std::vector< mission * > missions
Missions that the NPC can give out.
Definition: npc.h:748
int value
Definition: npc.h:242
int trust
Definition: npc.h:240
int owed
Definition: npc.h:244
int fear
Definition: npc.h:241
int anger
Definition: npc.h:243

References npc::add_new_mission(), npc_opinion::anger, npc::chatbin, npc_opinion::fear, overmapbuffer::find_npc(), follower_ids, Character::getID(), Character::global_omt_location(), npc::mission, npc_chatbin::mission_selected, npc_chatbin::missions, npc_chatbin::missions_assigned, NPC_MISSION_NULL, NPCATT_NULL, npc::op_of_u, ORIGIN_ANY_NPC, overmap_buffer, npc_opinion::owed, mission::reserve_random(), npc::set_attitude(), npc::set_fac(), npc_opinion::trust, and npc_opinion::value.

Referenced by cleanup_at_end().

◆ reset_zoom()

void game::reset_zoom ( )

Definition at line 7352 of file game.cpp.

7353{
7354#if defined(TILES)
7356 rescale_tileset( tileset_zoom );
7357#endif // TILES
7358}

References DEFAULT_TILESET_ZOOM, and tileset_zoom.

◆ revive_corpse()

bool game::revive_corpse ( const tripoint p,
item it 
)

Revives a corpse at given location.

The monster type and some of its properties are deducted from the corpse. If reviving succeeds, the location is guaranteed to have a new monster there (see critter_at).

Parameters
pThe place where to put the revived monster.
itThe corpse item, it must be a valid corpse (see item::is_corpse).
Returns
Whether the corpse has actually been redivided. Reviving may fail for many reasons, including no space to put the monster, corpse being to much damaged etc. If the monster was revived, the caller should remove the corpse item. If reviving failed, the item is unchanged, as is the environment (no new monsters).

Definition at line 5178 of file game.cpp.

5179{
5180 if( !it.is_corpse() ) {
5181 debugmsg( "Tried to revive a non-corpse." );
5182 return false;
5183 }
5184 shared_ptr_fast<monster> newmon_ptr = make_shared_fast<monster>
5185 ( it.get_mtype()->id );
5186 monster &critter = *newmon_ptr;
5187 critter.init_from_item( it );
5188 if( critter.get_hp() < 1 ) {
5189 // Failed reanimation due to corpse being too burned
5190 return false;
5191 }
5192 if( it.has_flag( "FIELD_DRESS" ) || it.has_flag( "FIELD_DRESS_FAILED" ) ||
5193 it.has_flag( "QUARTERED" ) ) {
5194 // Failed reanimation due to corpse being butchered
5195 return false;
5196 }
5197
5198 critter.no_extra_death_drops = true;
5199 critter.add_effect( effect_downed, 5_turns, num_bp );
5200 for( const item &component : it.components ) {
5201 critter.corpse_components.push_back( component );
5202 }
5203
5204 if( it.get_var( "zlave" ) == "zlave" ) {
5205 critter.add_effect( effect_pacified, 1_turns, num_bp );
5206 critter.add_effect( effect_pet, 1_turns, num_bp );
5207 }
5208
5209 if( it.get_var( "no_ammo" ) == "no_ammo" ) {
5210 for( auto &ammo : critter.ammo ) {
5211 ammo.second = 0;
5212 }
5213 }
5214
5215 return place_critter_at( newmon_ptr, p );
5216}
monster * place_critter_at(const mtype_id &id, const tripoint &p)
Adds critters to the reality bubble, creating them if necessary.
Definition: game.cpp:4975
const mtype * get_mtype() const
Definition: item.cpp:6469
std::list< item > components
Definition: item.h:2158
bool is_corpse() const
Whether this is a corpse item.
Definition: item.cpp:6464
int get_hp(const bodypart_id &) const override
Definition: monster.cpp:2898
bool no_extra_death_drops
Definition: monster.h:482
std::vector< item > corpse_components
Definition: monster.h:459
void init_from_item(const item &itm)
Initialize values like speed / hp from data of an item.
Definition: monster.cpp:2762
static const efftype_id effect_downed("downed")
static const efftype_id effect_pacified("pacified")

References monster::add_effect(), monster::ammo, item::components, monster::corpse_components, debugmsg, effect_downed, effect_pacified, effect_pet, monster::get_hp(), item::get_mtype(), item::get_var(), item::has_flag(), mtype::id, monster::init_from_item(), item::is_corpse(), monster::no_extra_death_drops, num_bp, and place_critter_at().

◆ save()

bool game::save ( )

Returns false if saving failed.

Definition at line 3112 of file game.cpp.

3113{
3114 try {
3115 if( !save_player_data() ||
3117 !save_artifacts() ||
3118 !save_maps() ||
3119 !get_auto_pickup().save_character() ||
3121 !get_safemode().save_character() ||
3122 !write_to_file( get_world_base_save_path() + "/uistate.json", [&]( std::ostream & fout ) {
3123 JsonOut jsout( fout );
3124 uistate.serialize( jsout );
3125 }, _( "uistate data" ) ) ) {
3126 return false;
3127 } else {
3128 world_generator->active_world->add_save( save_t::from_player_name( u.name ) );
3129 return true;
3130 }
3131 } catch( std::ios::failure &err ) {
3132 popup( _( "Failed to save game data" ) );
3133 return false;
3134 }
3135}
void write_to_file(const std::string &path, const std::function< void(std::ostream &)> &writer)
Definition: json.h:580
bool save_player_data()
Definition: game.cpp:3066
void serialize(JsonOut &json) const
@ failure
Definition: behavior.h:20

References _, behavior::failure, save_t::from_player_name(), get_auto_notes_settings(), get_auto_pickup(), get_safemode(), get_world_base_save_path(), Character::name, popup(), save(), save_artifacts(), save_factions_missions_npcs(), save_maps(), save_player_data(), uistatedata::serialize(), u, uistate, world_generator, and write_to_file().

Referenced by handle_action(), quicksave(), and save().

◆ save_artifacts()

bool game::save_artifacts ( )
private

Definition at line 3047 of file game.cpp.

3048{
3049 std::string artfilename = get_world_base_save_path() + "/" + SAVE_ARTIFACTS;
3050 return ::save_artifacts( artfilename );
3051}
bool save_artifacts(const std::string &path)
Definition: artifact.cpp:1277

References get_world_base_save_path(), SAVE_ARTIFACTS(), and save_artifacts().

Referenced by cleanup_at_end(), and save().

◆ save_cyborg()

void game::save_cyborg ( item cyborg,
const tripoint couch_pos,
player installer 
)

Turns Broken Cyborg monster into Cyborg NPC via surgery.

Definition at line 5218 of file game.cpp.

5219{
5220 int assist_bonus = installer.get_effect_int( effect_assisted );
5221
5222 float adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
5225 -1 );
5226
5227 int damage = cyborg->damage();
5228 int dmg_lvl = cyborg->damage_level( 4 );
5229 int difficulty = 12;
5230
5231 if( damage != 0 ) {
5232
5233 popup( _( "WARNING: Patient's body is damaged. Difficulty of the procedure is increased by %s." ),
5234 dmg_lvl );
5235
5236 // Damage of the cyborg increases difficulty
5237 difficulty += dmg_lvl;
5238 }
5239
5240 int chance_of_success = bionic_manip_cos( adjusted_skill + assist_bonus, difficulty );
5241 int success = chance_of_success - rng( 1, 100 );
5242
5243 if( !g->u.query_yn(
5244 _( "WARNING: %i percent chance of SEVERE damage to all body parts! Continue anyway?" ),
5245 100 - static_cast<int>( chance_of_success ) ) ) {
5246 return;
5247 }
5248
5249 if( success > 0 ) {
5250 add_msg( m_good, _( "Successfully removed Personality override." ) );
5251 add_msg( m_bad, _( "Autodoc immediately destroys the CBM upon removal." ) );
5252
5253 m.i_rem( couch_pos, cyborg );
5254
5255 const string_id<npc_template> npc_cyborg( "cyborg_rescued" );
5256 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
5257 tmp->normalize();
5258 tmp->load_npc_template( npc_cyborg );
5259 tmp->spawn_at_precise( { get_levx(), get_levy() }, couch_pos );
5261 tmp->hurtall( dmg_lvl * 10, nullptr );
5262 tmp->add_effect( effect_downed, rng( 1_turns, 4_turns ), num_bp, 0, true );
5263 load_npcs();
5264
5265 } else {
5266 const int failure_level = static_cast<int>( std::sqrt( std::abs( success ) * 4.0 * difficulty /
5267 adjusted_skill ) );
5268 const int fail_type = std::min( 5, failure_level );
5269 switch( fail_type ) {
5270 case 1:
5271 case 2:
5272 add_msg( m_info, _( "The removal fails." ) );
5273 add_msg( m_bad, _( "The body is damaged." ) );
5274 cyborg->set_damage( damage + 1000 );
5275 break;
5276 case 3:
5277 case 4:
5278 add_msg( m_info, _( "The removal fails badly." ) );
5279 add_msg( m_bad, _( "The body is badly damaged!" ) );
5280 cyborg->set_damage( damage + 2000 );
5281 break;
5282 case 5:
5283 add_msg( m_info, _( "The removal is a catastrophe." ) );
5284 add_msg( m_bad, _( "The body is destroyed!" ) );
5285 m.i_rem( couch_pos, cyborg );
5286 break;
5287 default:
5288 break;
5289 }
5290
5291 }
5292
5293}
int bionic_manip_cos(float adjusted_skill, int bionic_difficulty)
Definition: bionics.cpp:1886
float bionics_adjusted_skill(const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
Calculate skill for (un)installing bionics.
Definition: bionics.cpp:1843
item & set_damage(int qty)
Filter setting damage constrained by min_damage and max_damage.
Definition: item.cpp:713
int damage_level(int max) const
Scale item damage to the given number of levels.
Definition: item.cpp:700
int damage() const
How much damage has the item sustained?
Definition: item.cpp:695
map_stack::iterator i_rem(const tripoint &p, map_stack::const_iterator it)
Definition: map.cpp:4082
static const skill_id skill_computer("computer")
static const efftype_id effect_assisted("assisted")
static const skill_id skill_electronics("electronics")
@ success
Definition: behavior.h:20

References _, add_msg(), bionic_manip_cos(), Character::bionics_adjusted_skill(), item::damage(), item::damage_level(), effect_assisted, effect_downed, g, Creature::get_effect_int(), get_levx(), get_levy(), map::i_rem(), overmapbuffer::insert_npc(), load_npcs(), m, m_bad, m_good, m_info, num_bp, overmap_buffer, popup(), rng(), item::set_damage(), skill_computer, skill_electronics, skill_firstaid, and behavior::success.

◆ save_factions_missions_npcs()

bool game::save_factions_missions_npcs ( )
private

Definition at line 3039 of file game.cpp.

3040{
3041 std::string masterfile = get_world_base_save_path() + "/" + SAVE_MASTER;
3042 return write_to_file( masterfile, [&]( std::ostream & fout ) {
3043 serialize_master( fout );
3044 }, _( "factions data" ) );
3045}
void serialize_master(std::ostream &fout)
Definition: savegame.cpp:1238

References _, get_world_base_save_path(), SAVE_MASTER(), serialize_master(), and write_to_file().

Referenced by cleanup_at_end(), and save().

◆ save_maps()

bool game::save_maps ( )
private

Definition at line 3053 of file game.cpp.

3054{
3055 try {
3056 m.save();
3057 overmap_buffer.save(); // can throw
3058 MAPBUFFER.save(); // can throw
3059 return true;
3060 } catch( const std::exception &err ) {
3061 popup( _( "Failed to save the maps: %s" ), err.what() );
3062 return false;
3063 }
3064}
void save(bool delete_after_save=false)
Store all submaps in this instance into savefiles.
Definition: mapbuffer.cpp:103

References _, m, MAPBUFFER, overmap_buffer, popup(), map::save(), overmapbuffer::save(), and mapbuffer::save().

Referenced by cleanup_at_end(), and save().

◆ save_player_data()

bool game::save_player_data ( )
private

Definition at line 3066 of file game.cpp.

3067{
3068 const std::string playerfile = get_player_base_save_path();
3069
3070 const bool saved_data = write_to_file( playerfile + SAVE_EXTENSION, [&]( std::ostream & fout ) {
3071 serialize( fout );
3072 }, _( "player data" ) );
3073 const bool saved_map_memory = u.save_map_memory();
3074 const bool saved_log = write_to_file( playerfile + SAVE_EXTENSION_LOG, [&](
3075 std::ostream & fout ) {
3076 fout << memorial().dump();
3077 }, _( "player memorial" ) );
3078#if defined(__ANDROID__)
3079 const bool saved_shortcuts = write_to_file( playerfile + SAVE_EXTENSION_SHORTCUTS, [&](
3080 std::ostream & fout ) {
3081 save_shortcuts( fout );
3082 }, _( "quick shortcuts" ) );
3083#endif
3084
3085 return saved_data && saved_map_memory && saved_log
3086#if defined(__ANDROID__)
3087 && saved_shortcuts
3088#endif
3089 ;
3090}
bool save_map_memory()
Definition: avatar.cpp:129
std::string get_player_base_save_path() const
Base path for saving player data.
Definition: game.cpp:12571
void serialize(std::ostream &fout)
Saving and loading functions.
Definition: savegame.cpp:69
std::string dump() const
Concatenates all of the memorial log entries, delimiting them with newlines, and returns the resultin...

References _, memorial_logger::dump(), get_player_base_save_path(), memorial(), SAVE_EXTENSION(), SAVE_EXTENSION_LOG(), SAVE_EXTENSION_SHORTCUTS(), avatar::save_map_memory(), serialize(), u, and write_to_file().

Referenced by save().

◆ serialize()

void game::serialize ( std::ostream &  fout)

Saving and loading functions.

Definition at line 69 of file savegame.cpp.

70{
71 /*
72 * Format version 12: Fully json, save the header. Weather and memorial exist elsewhere.
73 * To prevent (or encourage) confusion, there is no version 8. (cata 0.8 uses v7)
74 */
75 // Header
76 fout << "# version " << savegame_version << std::endl;
77
78 JsonOut json( fout, true ); // pretty-print
79
80 json.start_object();
81 // basic game state information.
82 json.member( "turn", calendar::turn );
84 json.member( "calendar_start", calendar_config._start_of_cataclysm );
85 json.member( "game_start", calendar_config._start_of_game );
86 json.member( "initial_season", static_cast<int>( calendar_config._initial_season ) );
87 json.member( "auto_travel_mode", auto_travel_mode );
88 json.member( "run_mode", static_cast<int>( safe_mode ) );
89 json.member( "mostseen", mostseen );
90 // current map coordinates
91 tripoint pos_sm = m.get_abs_sub();
92 const point pos_om = sm_to_om_remain( pos_sm.x, pos_sm.y );
93 json.member( "levx", pos_sm.x );
94 json.member( "levy", pos_sm.y );
95 json.member( "levz", pos_sm.z );
96 json.member( "om_x", pos_om.x );
97 json.member( "om_y", pos_om.y );
98
99 json.member( "grscent", scent.serialize() );
100 json.member( "typescent", scent.serialize( true ) );
101
102 // Then each monster
103 json.member( "active_monsters", *critter_tracker );
104 json.member( "stair_monsters", coming_to_stairs );
105
106 // save stats.
107 json.member( "kill_tracker", *kill_tracker_ptr );
108 json.member( "stats_tracker", *stats_tracker_ptr );
109 json.member( "achievements_tracker", *achievements_tracker_ptr );
110
111 json.member( "token_provider", *token_provider_ptr );
112
113 json.member( "player", u );
114 Messages::serialize( json );
115
116 json.end_object();
117}
A class that keeps time data other than current time.
Definition: calendar.h:530
season_type _initial_season
Definition: calendar.h:534
time_point _start_of_game
Definition: calendar.h:533
time_point _start_of_cataclysm
Definition: calendar.h:532
pimpl< drop_token_provider > token_provider_ptr
Definition: game.h:1023
std::string serialize(bool is_type=false) const
Definition: savegame.cpp:119
point sm_to_om_remain(int &x, int &y)
void serialize(JsonOut &json)
Definition: messages.cpp:321
calendar_config config
const int savegame_version
Definition: savegame.cpp:57

References calendar_config::_initial_season, calendar_config::_start_of_cataclysm, calendar_config::_start_of_game, achievements_tracker_ptr, auto_travel_mode, coming_to_stairs, calendar::config, critter_tracker, JsonOut::end_object(), map::get_abs_sub(), kill_tracker_ptr, m, JsonOut::member(), mostseen, safe_mode, savegame_version, scent, scent_map::serialize(), Messages::serialize(), sm_to_om_remain(), JsonOut::start_object(), stats_tracker_ptr, token_provider_ptr, calendar::turn, u, point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

Referenced by save_player_data().

◆ serialize_master()

void game::serialize_master ( std::ostream &  fout)
private

Definition at line 1238 of file savegame.cpp.

1239{
1240 fout << "# version " << savegame_version << std::endl;
1241 try {
1242 JsonOut json( fout, true ); // pretty-print
1243 json.start_object();
1244
1245 json.member( "next_mission_id", next_mission_id );
1246 json.member( "next_npc_id", next_npc_id );
1247
1248 json.member( "active_missions" );
1249 mission::serialize_all( json );
1250
1251 json.member( "factions", *faction_manager_ptr );
1252 json.member( "seed", seed );
1253
1254 json.member( "weather" );
1255 json.start_object();
1256 json.member( "lightning", get_weather().lightning_active );
1257 json.end_object();
1258
1259 json.end_object();
1260 } catch( const JsonError &e ) {
1261 debugmsg( "error saving to %s: %s", SAVE_MASTER, e.c_str() );
1262 }
1263}
Definition: json.h:51
const char * c_str() const noexcept
Definition: json.h:54
static void serialize_all(JsonOut &json)
Definition: savegame.cpp:1229

References JsonError::c_str(), debugmsg, JsonOut::end_object(), faction_manager_ptr, get_weather, JsonOut::member(), next_mission_id, next_npc_id, SAVE_MASTER(), savegame_version, seed, mission::serialize_all(), and JsonOut::start_object().

Referenced by save_factions_missions_npcs().

◆ set_critter_died()

void game::set_critter_died ( )

If invoked, dead will be cleaned this turn.

Definition at line 1875 of file game.cpp.

1876{
1877 critter_died = true;
1878}

References critter_died.

◆ set_driving_view_offset()

void game::set_driving_view_offset ( const point p)

Definition at line 1692 of file game.cpp.

1693{
1694 // remove the previous driving offset,
1695 // store the new offset and apply the new offset.
1702}

References driving_view_offset, u, player::view_offset, point::x, tripoint::x, point::y, and tripoint::y.

Referenced by calc_driving_offset(), and cleanup_at_end().

◆ set_npcs_dirty()

void game::set_npcs_dirty ( )

If invoked, NPCs will be reloaded before next turn.

Definition at line 1870 of file game.cpp.

1871{
1872 npcs_dirty = true;
1873}

References npcs_dirty.

◆ set_safe_mode()

void game::set_safe_mode ( safe_mode_type  mode)

Definition at line 9194 of file game.cpp.

9195{
9196 safe_mode = mode;
9198}

References safe_mode, and safe_mode_warning_logged.

Referenced by handle_action(), and mon_info_update().

◆ set_zoom()

void game::set_zoom ( int  level)

Definition at line 7360 of file game.cpp.

7361{
7362#if defined(TILES)
7363 if( tileset_zoom != level ) {
7364 tileset_zoom = level;
7365 rescale_tileset( tileset_zoom );
7366 }
7367#else
7368 static_cast<void>( level );
7369#endif // TILES
7370}

References tileset_zoom.

Referenced by look_around().

◆ setremoteveh()

void game::setremoteveh ( vehicle veh)

Sets the current remotely controlled vehicle.

Definition at line 2598 of file game.cpp.

2599{
2601 remoteveh_cache = veh;
2602 if( veh != nullptr && !u.has_active_bionic( bio_remote ) &&
2604 debugmsg( "Tried to set remote vehicle without bio_remote or remotevehcontrol" );
2605 veh = nullptr;
2606 }
2607
2608 if( veh == nullptr ) {
2609 u.remove_value( "remote_controlling_vehicle" );
2610 return;
2611 }
2612
2613 std::stringstream remote_veh_string;
2614 const tripoint vehpos = veh->global_pos3();
2615 remote_veh_string << vehpos.x << ' ' << vehpos.y << ' ' << vehpos.z;
2616 u.set_value( "remote_controlling_vehicle", remote_veh_string.str() );
2617}
void remove_value(const std::string &key)
Definition: creature.cpp:1336

References bio_remote, debugmsg, vehicle::global_pos3(), Character::has_active_bionic(), Character::has_active_item(), itype_remotevehcontrol, remoteveh_cache, remoteveh_cache_time, Creature::remove_value(), Creature::set_value(), calendar::turn, u, tripoint::x, tripoint::y, and tripoint::z.

◆ setup()

void game::setup ( )

Definition at line 561 of file game.cpp.

562{
563 loading_ui ui( true );
564 {
567 popup.message( "%s", _( "Please wait while the world data loads…\nLoading core data" ) );
570
572 }
573
575
576 if( get_option<bool>( "ELEVATED_BRIDGES" ) && !get_option<bool>( "ZLEVELS" ) ) {
577 debugmsg( "\"Elevated bridges\" mod requires z-levels to be ENABLED to work properly!" );
578 }
579
580 m = map( get_option<bool>( "ZLEVELS" ) );
581
583 next_mission_id = 1;
584 new_game = true;
585 uquit = QUIT_NO; // We haven't quit the game
586 bVMonsterLookFire = true;
587
588 // invalidate calendar caches in case we were previously playing
589 // a different world
590 calendar::set_eternal_season( ::get_option<bool>( "ETERNAL_SEASON" ) );
591 calendar::set_season_length( ::get_option<int>( "SEASON_LENGTH" ) );
592
595
596 turnssincelastmon = 0; //Auto safe mode init
597
600 coming_to_stairs.clear();
601 active_npc.clear();
602 faction_manager_ptr->clear();
607
608 SCT.vSCT.clear(); //Delete pending messages
609
610 stats().clear();
611 // reset kill counts
612 kill_tracker_ptr->clear();
614 // reset follower list
615 follower_ids.clear();
616 scent.reset();
617
619 remoteveh_cache = nullptr;
620
621 token_provider_ptr->clear();
622 // back to menu for save loading, new game etc
623}
void clear_zombies()
Redirects to the creature_tracker clear() function.
Definition: game.cpp:5052
void load_world_modfiles(loading_ui &ui)
Loads core data and mods from the active world.
Definition: game.cpp:2946
static void clear_all()
Remove all active missions, used to cleanup on exit and before reloading a new game.
Definition: mission.cpp:127
void reset()
Definition: scent_map.cpp:51
static const string_id< weather_type > & NULL_ID()
Returns a null id whose string_id<T>::is_null() must always return true.
void clear_messages()
Definition: messages.cpp:351
void reset_sounds()
Definition: sounds.cpp:565

References _, achievements_tracker_ptr, active_npc, calendar::before_time_starts, bVMonsterLookFire, character_id, explosion_handler::explosion_queue::clear(), stats_tracker::clear(), mission::clear_all(), Messages::clear_messages(), clear_zombies(), coming_to_stairs, debugmsg, faction_manager_ptr, follower_ids, explosion_handler::get_explosion_queue(), get_weather, kill_tracker_ptr, load_core_data(), load_world_modfiles(), m, new_game, next_mission_id, next_npc_id, weather_manager::nextweather, string_id< weather_type >::NULL_ID(), popup(), QUIT_NO, ui_manager::redraw(), refresh_display(), remoteveh_cache, remoteveh_cache_time, scent_map::reset(), sounds::reset_sounds(), scent, SCT, calendar::set_eternal_season(), calendar::set_season_length(), stats(), timed_events, token_provider_ptr, turnssincelastmon, uquit, scrollingcombattext::vSCT, and weather_manager::weather_id.

Referenced by butcher_submenu(), and quickload().

◆ shared_from()

template<typename T >
template shared_ptr_fast< npc > game::shared_from< npc > ( const T &  critter)

Returns a shared pointer to the given critter (which can be of any of the subclasses of Creature).

The function may return an empty pointer if the given critter is not stored anywhere (e.g. it was allocated on the stack, not stored in the critter_tracker nor in active_npc nor is it u).

Definition at line 4905 of file game.cpp.

4906{
4907 if( static_cast<const Creature *>( &critter ) == static_cast<const Creature *>( &u ) ) {
4908 // u is not stored in a shared_ptr, but it won't go out of scope anyway
4909 return std::dynamic_pointer_cast<T>( u_shared_ptr );
4910 }
4911 if( critter.is_monster() ) {
4912 if( const shared_ptr_fast<monster> mon_ptr = critter_tracker->find( critter.pos() ) ) {
4913 if( static_cast<const Creature *>( mon_ptr.get() ) == static_cast<const Creature *>( &critter ) ) {
4914 return std::dynamic_pointer_cast<T>( mon_ptr );
4915 }
4916 }
4917 }
4918 if( critter.is_npc() ) {
4919 for( auto &cur_npc : active_npc ) {
4920 if( static_cast<const Creature *>( cur_npc.get() ) == static_cast<const Creature *>( &critter ) ) {
4921 return std::dynamic_pointer_cast<T>( cur_npc );
4922 }
4923 }
4924 }
4925 return nullptr;
4926}

References active_npc, critter_tracker, u, and u_shared_ptr.

Referenced by list_monsters(), mon_info_update(), and validate_mounted_npcs().

◆ shift_destination_preview()

void game::shift_destination_preview ( const point delta)

Definition at line 12584 of file game.cpp.

12585{
12586 for( tripoint &p : destination_preview ) {
12587 p += delta;
12588 }
12589}

References destination_preview.

◆ shift_monsters()

void game::shift_monsters ( const tripoint shift)
private

Shift all active monsters, the shift vector is the number of shifted submaps.

Monsters that are outside of the reality bubble after shifting are despawned. Note on z-levels: this works with vertical shifts, but currently all monsters are despawned upon a vertical shift.

Definition at line 11589 of file game.cpp.

11590{
11591 // If either shift argument is non-zero, we're shifting.
11592 if( shift == tripoint_zero ) {
11593 return;
11594 }
11595 for( monster &critter : all_monsters() ) {
11596 if( shift.xy() != point_zero ) {
11597 critter.shift( shift.xy() );
11598 }
11599
11600 if( m.inbounds( critter.pos() ) && ( shift.z == 0 || m.has_zlevels() ) ) {
11601 // We're inbounds, so don't despawn after all.
11602 // No need to shift Z-coordinates, they are absolute
11603 continue;
11604 }
11605 // Either a vertical shift or the critter is now outside of the reality bubble,
11606 // anyway: it must be saved and removed.
11607 despawn_monster( critter );
11608 }
11609 // The order in which zombies are shifted may cause zombies to briefly exist on
11610 // the same square. This messes up the mon_at cache, so we need to rebuild it.
11611 critter_tracker->rebuild_cache();
11612}

References all_monsters(), critter_tracker, despawn_monster(), map::has_zlevels(), map::inbounds(), m, point_zero, tripoint_zero, tripoint::xy(), and tripoint::z.

Referenced by update_map(), vertical_move(), and vertical_shift().

◆ slip_down()

bool game::slip_down ( )

Checks if player is able to successfully climb to/from some terrain and not slip down.

Returns
whether player has slipped down
Dexterity decreases chances of slipping while climbing

Definition at line 12591 of file game.cpp.

12592{
12593 ///\EFFECT_DEX decreases chances of slipping while climbing
12594 int climb = u.dex_cur;
12595 if( u.has_trait( trait_BADKNEES ) ) {
12596 climb = climb / 2;
12597 }
12598 if( one_in( climb ) ) {
12599 add_msg( m_bad, _( "You slip while climbing and fall down again." ) );
12600 if( climb <= 1 ) {
12601 add_msg( m_bad, _( "Climbing is impossible in your current state." ) );
12602 }
12603 return true;
12604 }
12605 return false;
12606}
static const trait_id trait_BADKNEES("BADKNEES")

References _, add_msg(), Character::dex_cur, Character::has_trait(), m_bad, one_in(), trait_BADKNEES, and u.

◆ spawn_hallucination()

bool game::spawn_hallucination ( const tripoint p)

Spawns a hallucination at a determined position.

Attempts to spawn a hallucination at given location.

Returns false if the hallucination couldn't be spawned for whatever reason, such as a monster already in the target square.

Returns
Whether or not a hallucination was successfully spawned.

Definition at line 5063 of file game.cpp.

5064{
5065 if( one_in( 100 ) ) {
5066 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
5067 tmp->normalize();
5068 tmp->randomize( NC_HALLU );
5069 tmp->spawn_at_precise( { get_levx(), get_levy() }, p );
5070 if( !critter_at( p, true ) ) {
5072 load_npcs();
5073 return true;
5074 } else {
5075 return false;
5076 }
5077 }
5078
5080 const shared_ptr_fast<monster> phantasm = make_shared_fast<monster>( mt );
5081 phantasm->hallucination = true;
5082 phantasm->spawn( p );
5083
5084 //Don't attempt to place phantasms inside of other creatures
5085 if( !critter_at( phantasm->pos(), true ) ) {
5086 return critter_tracker->add( phantasm );
5087 } else {
5088 return false;
5089 }
5090}
mtype_id get_valid_hallucination() const
static MonsterGenerator & generator()
npc_class_id NC_HALLU("NC_HALLU")

References critter_at(), critter_tracker, MonsterGenerator::generator(), get_levx(), get_levy(), MonsterGenerator::get_valid_hallucination(), overmapbuffer::insert_npc(), load_npcs(), NC_HALLU, one_in(), and overmap_buffer.

◆ spell_events_subscriber()

spell_events & game::spell_events_subscriber ( )

Definition at line 3107 of file game.cpp.

3108{
3109 return *spell_events_ptr;
3110}

References spell_events_ptr.

◆ start_calendar()

void game::start_calendar ( )

Definition at line 12153 of file game.cpp.

12154{
12155 const bool scen_season = scen->has_flag( "SPR_START" ) || scen->has_flag( "SUM_START" ) ||
12156 scen->has_flag( "AUT_START" ) || scen->has_flag( "WIN_START" ) ||
12157 scen->has_flag( "SUM_ADV_START" );
12158
12160 if( scen_season ) {
12161 // Configured starting date overridden by scenario, calendar_config.start is left as Spring 1
12163 get_option<int>( "INITIAL_TIME" );
12164 calendar_config._start_of_game = calendar::turn_zero + 1_hours * get_option<int>( "INITIAL_TIME" );
12165 if( scen->has_flag( "SPR_START" ) ) {
12167 } else if( scen->has_flag( "SUM_START" ) ) {
12170 } else if( scen->has_flag( "AUT_START" ) ) {
12173 } else if( scen->has_flag( "WIN_START" ) ) {
12176 } else if( scen->has_flag( "SUM_ADV_START" ) ) {
12179 } else {
12180 debugmsg( "The Unicorn" );
12181 }
12182 } else {
12183 // No scenario, so use the starting date+time configured in world options
12184 int initial_days = get_option<int>( "INITIAL_DAY" );
12185 if( initial_days == -1 ) {
12186 // 0 - 363 for a 91 day season
12187 initial_days = rng( 0, get_option<int>( "SEASON_LENGTH" ) * 4 - 1 );
12188 }
12190
12191 // Determine the season based off how long the seasons are set to be
12192 // First take the number of season elapsed up to the starting date, then mod by 4 to get the season of the current year
12193 const int season_number = ( initial_days / get_option<int>( "SEASON_LENGTH" ) ) % 4;
12194 if( season_number == 0 ) {
12196 } else if( season_number == 1 ) {
12198 } else if( season_number == 2 ) {
12200 } else {
12202 }
12203
12205 + 1_hours * get_option<int>( "INITIAL_TIME" )
12206 + 1_days * get_option<int>( "SPAWN_DELAY" );
12207 }
12208
12210}
@ WINTER
Definition: calendar.h:21
@ AUTUMN
Definition: calendar.h:20
@ SUMMER
Definition: calendar.h:19
@ SPRING
Definition: calendar.h:18
time_duration season_length() const
Definition: calendar.h:569
const scenario * scen
Definition: game.h:1030
bool has_flag(const std::string &flag) const
Such as a seasonal start, fiery start, surrounded start, etc.
Definition: scenario.cpp:439

References calendar_config::_initial_season, calendar_config::_start_of_cataclysm, calendar_config::_start_of_game, AUTUMN, calendar::config, debugmsg, scenario::has_flag(), rng(), scen, calendar_config::season_length(), SPRING, SUMMER, calendar::turn, calendar::turn_zero, and WINTER.

Referenced by start_game().

◆ start_game()

bool game::start_game ( )
private

Definition at line 648 of file game.cpp.

649{
650 if( !gamemode ) {
651 gamemode = std::make_unique<special_game>();
652 }
653
654 seed = rng_bits();
655 new_game = true;
658 safe_mode = ( get_option<bool>( "SAFEMODE" ) ? SAFE_MODE_ON : SAFE_MODE_OFF );
659 mostseen = 0; // ...and mostseen is 0, we haven't seen any monsters yet.
661
663
666 popup.message( "%s", _( "Please wait as we build your world" ) );
669
670 load_master();
671 u.setID( assign_npc_id() ); // should be as soon as possible, but *after* load_master
672
676 do {
677 omtstart = start_loc.find_player_initial_location();
678 if( omtstart == overmap::invalid_tripoint ) {
679 if( query_yn(
680 _( "Try again?\n\nIt may require several attempts until the game finds a valid starting location." ) ) ) {
683 } else {
684 return false;
685 }
686 }
687 } while( omtstart == overmap::invalid_tripoint );
688
689 start_loc.prepare_map( omtstart );
690
691 // Place vehicles spawned by scenario or profession, has to be placed very early to avoid bugs.
692 if( u.starting_vehicle &&
693 !place_vehicle_nearby( u.starting_vehicle, omtstart.xy(), 0, 30,
694 std::vector<std::string> {} ) ) {
695 debugmsg( "could not place starting vehicle" );
696 }
697
698 if( scen->has_map_extra() ) {
699 // Map extras can add monster spawn points and similar and should be done before the main
700 // map is loaded.
701 start_loc.add_map_extra( omtstart, scen->get_map_extra() );
702 }
703
704 // TODO: fix point types
705 tripoint lev = project_to<coords::sm>( omtstart ).raw();
706 // The player is centered in the map, but lev[xyz] refers to the top left point of the map
707 lev.x -= HALF_MAPSIZE;
708 lev.y -= HALF_MAPSIZE;
709 load_map( lev );
710
713 // Do this after the map cache has been built!
714 start_loc.place_player( u );
715 // ...but then rebuild it, because we want visibility cache to avoid spawning monsters in sight
718 // Start the overmap with out immediate neighborhood visible, this needs to be after place_player
720 get_option<int>( "DISTANCE_INITIAL_VISIBILITY" ), 0 );
721
722 u.moves = 0;
723 u.process_turn(); // process_turn adds the initial move points
727 u.next_climate_control_check = calendar::before_time_starts; // Force recheck at startup
729
730 //Reset character safe mode/pickup rules
735
736 //Put some NPCs in there!
737 if( get_option<std::string>( "STARTING_NPC" ) == "always" ||
738 ( get_option<std::string>( "STARTING_NPC" ) == "scenario" &&
739 !g->scen->has_flag( "LONE_START" ) ) ) {
741 }
742 //Load NPCs. Set nearby npcs to active.
743 load_npcs();
744 // Spawn the monsters
745 const bool spawn_near =
746 get_option<bool>( "BLACK_ROAD" ) || g->scen->has_flag( "SUR_START" );
747 // Surrounded start ones
748 if( spawn_near ) {
749 start_loc.surround_with_monsters( omtstart, mongroup_id( "GROUP_ZOMBIE" ), 70 );
750 }
751
752 m.spawn_monsters( !spawn_near ); // Static monsters
753
754 // Make sure that no monsters are near the player
755 // This can happen in lab starts
756 if( !spawn_near ) {
757 for( monster &critter : all_monsters() ) {
758 if( rl_dist( critter.pos(), u.pos() ) <= 5 ||
759 m.clear_path( critter.pos(), u.pos(), 40, 1, 100 ) ) {
760 remove_zombie( critter );
761 }
762 }
763 }
764
765 //Create mutation_category_level
767 //Calculate mutation drench protection stats
770 if( scen->has_flag( "FIRE_START" ) ) {
771 start_loc.burn( omtstart, 3, 3 );
772 }
773 if( scen->has_flag( "INFECTED" ) ) {
775 }
776 if( scen->has_flag( "BAD_DAY" ) ) {
777 u.add_effect( effect_flu, 1000_minutes );
778 u.add_effect( effect_drunk, 270_minutes );
779 u.add_morale( MORALE_FEELING_BAD, -100, -100, 50_minutes, 50_minutes );
780 }
781 if( scen->has_flag( "HELI_CRASH" ) ) {
782 start_loc.handle_heli_crash( u );
783 bool success = false;
784 for( auto v : m.get_vehicles() ) {
785 std::string name = v.v->type.str();
786 std::string search = std::string( "helicopter" );
787 if( name.find( search ) != std::string::npos ) {
788 for( const vpart_reference &vp : v.v->get_any_parts( VPFLAG_CONTROLS ) ) {
789 const tripoint pos = vp.pos();
790 u.setpos( pos );
791
792 // Delete the items that would have spawned here from a "corpse"
793 for( auto sp : v.v->parts_at_relative( vp.mount(), true ) ) {
794 vehicle_stack here = v.v->get_items( sp );
795
796 for( auto iter = here.begin(); iter != here.end(); ) {
797 iter = here.erase( iter );
798 }
799 }
800
801 auto mons = critter_tracker->find( pos );
802 if( mons != nullptr ) {
803 critter_tracker->remove( *mons );
804 }
805
806 success = true;
807 break;
808 }
809 if( success ) {
810 v.v->name = "Bird Wreckage";
811 break;
812 }
813 }
814 }
815 }
816 if( scen->has_flag( "BORDERED" ) ) {
817 overmap &starting_om = get_cur_om();
818 for( int z = -OVERMAP_DEPTH; z <= OVERMAP_HEIGHT; z++ ) {
819 starting_om.place_special_forced( overmap_special_id( "world" ), { 0, 0, z },
821 }
822
823 }
824 for( auto &e : u.inv_dump() ) {
825 e->set_owner( g->u );
826 }
827 // Now that we're done handling coordinates, ensure the player's submap is in the center of the map
828 update_map( u );
829 // Profession pets
830 for( const mtype_id &elem : u.starting_pets ) {
831 if( monster *const mon = place_critter_around( elem, u.pos(), 5 ) ) {
832 mon->friendly = -1;
833 mon->add_effect( effect_pet, 1_turns, num_bp );
834 } else {
835 add_msg( m_debug, "cannot place starting pet, no space!" );
836 }
837 }
838 // Assign all of this scenario's missions to the player.
839 for( const mission_type_id &m : scen->missions() ) {
840 const auto mission = mission::reserve_new( m, character_id() );
841 mission->assign( u );
842 }
843
844 g->events().send<event_type::game_start>( u.getID() );
845 return true;
846}
body_part random_body_part(bool main_parts_only)
Returns a random body_part token.
Definition: bodypart.cpp:364
bool last_climate_control_ret
Definition: character.h:2222
void drench_mut_calc()
Recalculates mutation drench protection for all bodyparts (ignored/good/neutral stats)
Definition: character.cpp:7957
void set_stamina(int new_stamina)
Definition: character.cpp:7219
time_point next_climate_control_check
Definition: character.h:2221
int get_stamina_max() const
Definition: character.cpp:7210
void set_highest_cat_level()
Recalculates mutation_category_level[] values for the player.
Definition: character.cpp:7934
void default_initialize()
Perform default initialization.
Definition: auto_note.cpp:101
void start_calendar()
Definition: game.cpp:12153
void create_starting_npcs()
Definition: game.cpp:974
overmap & get_cur_om() const
The overmap which contains the center submap of the reality bubble.
Definition: game.cpp:12451
vehicle * place_vehicle_nearby(const vproto_id &id, const point_abs_omt &origin, int min_distance, int max_distance, const std::vector< std::string > &omt_search_types={})
Definition: game.cpp:848
bool clear_path(const tripoint &f, const tripoint &t, int range, int cost_min, int cost_max) const
Check whether there's a direct line of sight between F and T with the additional movecost restraints.
Definition: map.cpp:6376
static mission * reserve_new(const mission_type_id &type, const character_id &npc_id)
Create a new mission of the given type and assign it to the given npc.
Definition: mission.cpp:64
void assign(avatar &u)
Assigns the mission to the player.
Definition: mission.cpp:210
void place_special_forced(const overmap_special_id &special_id, const tripoint_om_omt &p, om_direction::type dir)
Definition: overmap.cpp:2163
bool reveal(const point_abs_omt &center, int radius, int z)
Mark a square area around center on Z-level z as seen.
bool random_start_location
Definition: player.h:614
vproto_id starting_vehicle
Definition: player.h:626
std::vector< mtype_id > starting_pets
Definition: player.h:627
start_location_id start_location
Definition: player.h:615
void clear_character_rules()
bool has_map_extra() const
Definition: scenario.cpp:454
const std::string & get_map_extra() const
Definition: scenario.cpp:458
const std::vector< mission_type_id > & missions() const
Definition: scenario.cpp:462
start_location_id random_start_location() const
Definition: scenario.cpp:232
void burn(const tripoint_abs_omt &omtstart, size_t count, int rad) const
Burn random terrain / furniture with FLAMMABLE or FLAMMABLE_ASH tag.
void surround_with_monsters(const tripoint_abs_omt &omtstart, const mongroup_id &type, float expected_points) const
Adds surround start monsters.
void prepare_map(const tripoint_abs_omt &omtstart) const
Initialize the map at players start location using prepare_map.
void place_player(player &u) const
Place the player somewhere in the reality bubble (g->m).
void handle_heli_crash(player &u) const
tripoint_abs_omt find_player_initial_location() const
Find a suitable start location on the overmap.
void add_map_extra(const tripoint_abs_omt &omtstart, const std::string &map_extra) const
Adds a map extra, see map_extras.h and map_extras.cpp.
const T & obj() const
Returns the actual object this id refers to.
Definition: achievement.cpp:58
iterator erase(const_iterator it) override
Definition: vehicle.cpp:230
static const efftype_id effect_drunk("drunk")
static const efftype_id effect_infected("infected")
static const efftype_id effect_accumulated_mutagen("accumulated_mutagen")
static const efftype_id effect_flu("flu")
static constexpr int SPRING_TEMPERATURE
Base starting spring temperature in F used for climate, weather and temperature calculation.
void update_weather()
Definition: weather.cpp:1056
const morale_type MORALE_FEELING_BAD("morale_feeling_bad")
static bool search(const ui_adaptor &om_ui, tripoint_abs_omt &curs, const tripoint_abs_omt &orig)
unsigned int rng_bits()
Definition: rng.cpp:12
string_id< overmap_special > overmap_special_id
Definition: type_id.h:127
string_id< MonsterGroup > mongroup_id
Definition: type_id.h:98
@ VPFLAG_CONTROLS
Definition: veh_type.h:41

References _, Creature::add_effect(), start_location::add_map_extra(), Character::add_morale(), add_msg(), all_monsters(), mission::assign(), assign_npc_id(), calendar::before_time_starts, item_stack::begin(), map::build_map_cache(), start_location::burn(), character_id, auto_notes::auto_note_settings::clear(), overmapbuffer::clear(), auto_pickup::player_settings::clear_character_rules(), safemode::clear_character_rules(), map::clear_path(), create_starting_npcs(), critter_tracker, debugmsg, auto_notes::auto_note_settings::default_initialize(), Character::drench_mut_calc(), effect_accumulated_mutagen, effect_drunk, effect_flu, effect_infected, effect_pet, item_stack::end(), vehicle_stack::erase(), start_location::find_player_initial_location(), g, game_start, gamemode, get_auto_notes_settings(), get_auto_pickup(), get_cur_om(), get_levz(), scenario::get_map_extra(), get_safemode(), Character::get_stamina_max(), map::get_vehicles(), get_weather, Character::getID(), Character::global_omt_location(), HALF_MAPSIZE, start_location::handle_heli_crash(), scenario::has_flag(), scenario::has_map_extra(), init_autosave(), Character::inv_dump(), overmap::invalid_tripoint, map::invalidate_map_cache(), Character::last_climate_control_ret, safemode::load_global(), load_map(), load_master(), load_npcs(), m, m_debug, MAPBUFFER, scenario::missions(), MORALE_FEELING_BAD, mostseen, Creature::moves, om_direction::name(), new_game, Character::next_climate_control_check, weather_manager::nextweather, om_direction::north, num_bp, string_id< T >::obj(), overmap_buffer, OVERMAP_DEPTH, OVERMAP_HEIGHT, place_critter_around(), start_location::place_player(), overmap::place_special_forced(), place_vehicle_nearby(), popup(), Character::pos(), start_location::prepare_map(), player::process_turn(), query_yn(), random_body_part(), player::random_start_location, scenario::random_start_location(), ui_manager::redraw(), refresh_display(), remove_zombie(), mission::reserve_new(), mapbuffer::reset(), overmapbuffer::reveal(), rl_dist(), rng_bits(), safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, scen, overmap_ui::search(), seed, Character::set_highest_cat_level(), Character::set_stamina(), Character::setID(), Character::setpos(), map::spawn_monsters(), SPRING_TEMPERATURE, start_calendar(), player::start_location, player::starting_pets, player::starting_vehicle, behavior::success, start_location::surround_with_monsters(), weather_manager::temperature, calendar::turn, u, update_map(), weather_manager::update_weather(), VPFLAG_CONTROLS, tripoint::x, coords::coord_point< Point, Origin, Scale >::xy(), and tripoint::y.

◆ start_hauling()

void game::start_hauling ( const tripoint pos)

Definition at line 10952 of file game.cpp.

10953{
10954 // Find target items and quantities thereof for the new activity
10955 std::vector<item_location> target_items;
10956 std::vector<int> quantities;
10957
10958 map_stack items = m.i_at( pos );
10959 for( item &it : items ) {
10960 // Liquid cannot be picked up
10961 if( it.made_of( LIQUID ) ) {
10962 continue;
10963 }
10964 target_items.emplace_back( map_cursor( pos ), &it );
10965 // Quantity of 0 means move all
10966 quantities.push_back( 0 );
10967 }
10968
10969 if( target_items.empty() ) {
10970 // Nothing to haul
10971 return;
10972 }
10973
10974 // Whether the destination is inside a vehicle (not supported)
10975 const bool to_vehicle = false;
10976 // Destination relative to the player
10977 const tripoint relative_destination{};
10978
10980 target_items,
10981 quantities,
10982 to_vehicle,
10983 relative_destination
10984 ) ) );
10985}

References Character::assign_activity(), map::i_at(), LIQUID, m, and u.

Referenced by vertical_move(), and walk_move().

◆ stats()

stats_tracker & game::stats ( )

Definition at line 3097 of file game.cpp.

3098{
3099 return *stats_tracker_ptr;
3100}

References stats_tracker_ptr.

Referenced by death_screen(), handle_action(), setup(), and win().

◆ swap_critters()

bool game::swap_critters ( Creature a,
Creature b 
)

Swaps positions of two creatures.

Definition at line 5092 of file game.cpp.

5093{
5094 if( &a == &b ) {
5095 // No need to do anything, but print a debugmsg anyway
5096 debugmsg( "Tried to swap %s with itself", a.disp_name() );
5097 return true;
5098 }
5099 if( critter_at( a.pos() ) != &a ) {
5100 debugmsg( "Tried to swap when it would cause a collision between %s and %s.",
5101 b.disp_name(), critter_at( a.pos() )->disp_name() );
5102 return false;
5103 }
5104 if( critter_at( b.pos() ) != &b ) {
5105 debugmsg( "Tried to swap when it would cause a collision between %s and %s.",
5106 a.disp_name(), critter_at( b.pos() )->disp_name() );
5107 return false;
5108 }
5109 // Simplify by "sorting" the arguments
5110 // Only the first argument can be u
5111 // If swapping player/npc with a monster, monster is second
5112 bool a_first = a.is_player() ||
5113 ( a.is_npc() && !b.is_player() );
5114 Creature &first = a_first ? a : b;
5115 Creature &second = a_first ? b : a;
5116 // Possible options:
5117 // both first and second are monsters
5118 // second is a monster, first is a player or an npc
5119 // first is a player, second is an npc
5120 // both first and second are npcs
5121 if( first.is_monster() ) {
5122 monster *m1 = dynamic_cast< monster * >( &first );
5123 monster *m2 = dynamic_cast< monster * >( &second );
5124 if( m1 == nullptr || m2 == nullptr || m1 == m2 ) {
5125 debugmsg( "Couldn't swap two monsters" );
5126 return false;
5127 }
5128
5129 critter_tracker->swap_positions( *m1, *m2 );
5130 return true;
5131 }
5132
5133 player *u_or_npc = dynamic_cast< player * >( &first );
5134 player *other_npc = dynamic_cast< player * >( &second );
5135
5136 if( u_or_npc->in_vehicle ) {
5137 m.unboard_vehicle( u_or_npc->pos() );
5138 }
5139
5140 if( other_npc && other_npc->in_vehicle ) {
5141 m.unboard_vehicle( other_npc->pos() );
5142 }
5143
5144 tripoint temp = second.pos();
5145 second.setpos( first.pos() );
5146
5147 if( first.is_player() ) {
5148 walk_move( temp );
5149 } else {
5150 first.setpos( temp );
5151 if( m.veh_at( u_or_npc->pos() ).part_with_feature( VPFLAG_BOARDABLE, true ) ) {
5152 m.board_vehicle( u_or_npc->pos(), u_or_npc );
5153 }
5154 }
5155
5156 if( other_npc && m.veh_at( other_npc->pos() ).part_with_feature( VPFLAG_BOARDABLE, true ) ) {
5157 m.board_vehicle( other_npc->pos(), other_npc );
5158 }
5159 return true;
5160}
virtual bool is_monster() const
Definition: creature.h:101
virtual bool is_player() const
Definition: creature.h:92
virtual void setpos(const tripoint &pos)=0
bool walk_move(const tripoint &dest, bool via_ramp=false)
Definition: game.cpp:9332
@ VPFLAG_BOARDABLE
Definition: veh_type.h:39

References a, b, map::board_vehicle(), critter_at(), critter_tracker, debugmsg, Character::in_vehicle, Creature::is_monster(), Creature::is_player(), m, optional_vpart_position::part_with_feature(), Creature::pos(), Character::pos(), second, Creature::setpos(), map::unboard_vehicle(), map::veh_at(), VPFLAG_BOARDABLE, and walk_move().

Referenced by npc_menu().

◆ take_screenshot() [1/2]

bool game::take_screenshot ( ) const

Saves a screenshot of the current viewport, as a PNG file.

Filesystem location is derived from the current world and character.

Note
: Only works for SDL/TILES (otherwise the function returns false). A window (more precisely, a viewport) must already exist and the SDL renderer must be valid.
Returns
true if the screenshot generation was successful, false otherwise.

Definition at line 7429 of file game.cpp.

7430{
7431 popup( _( "This binary was not compiled with tiles support." ) );
7432 return false;
7433}

References _, and popup().

Referenced by do_turn().

◆ take_screenshot() [2/2]

bool game::take_screenshot ( const std::string &  file_path) const

Saves a screenshot of the current viewport, as a PNG file, to the given location.

Parameters
file_pathA full path to the file where the screenshot should be saved.
Note
: Only works for SDL/TILES (otherwise the function returns false). A window (more precisely, a viewport) must already exist and the SDL renderer must be valid.
Returns
true if the screenshot generation was successful, false otherwise.

Definition at line 7423 of file game.cpp.

7424{
7425 popup( _( "This binary was not compiled with tiles support." ) );
7426 return false;
7427}

References _, and popup().

◆ temp_exit_fullscreen()

void game::temp_exit_fullscreen ( )

Definition at line 539 of file game.cpp.

540{
541 if( fullscreen ) {
542 was_fullscreen = true;
544 } else {
545 was_fullscreen = false;
546 }
547}

References fullscreen, toggle_fullscreen(), and was_fullscreen.

Referenced by list_items_monsters(), and look_around().

◆ toggle_debug_hour_timer()

void game::toggle_debug_hour_timer ( )

Definition at line 11760 of file game.cpp.

11761{
11763}

References game::debug_hour_timer::toggle().

Referenced by handle_action(), and look_around().

◆ toggle_fullscreen()

void game::toggle_fullscreen ( )

Definition at line 501 of file game.cpp.

502{
503#if !defined(TILES)
506#else
507 toggle_fullscreen_window();
508#endif
509}

References fullscreen, and mark_main_ui_adaptor_resize().

Referenced by handle_action(), reenter_fullscreen(), and temp_exit_fullscreen().

◆ toggle_pixel_minimap()

void game::toggle_pixel_minimap ( )

Definition at line 511 of file game.cpp.

512{
513#if defined(TILES)
515 clear_window_area( w_pixel_minimap );
516 }
519#endif // TILES
520}

References mark_main_ui_adaptor_resize(), pixel_minimap_option, and w_pixel_minimap.

Referenced by handle_action(), and look_around().

◆ try_get_left_click_action()

bool game::try_get_left_click_action ( action_id act,
const tripoint mouse_target 
)
private

Definition at line 2619 of file game.cpp.

2620{
2621 bool new_destination = true;
2622 if( !destination_preview.empty() ) {
2623 auto &final_destination = destination_preview.back();
2624 if( final_destination.x == mouse_target.x && final_destination.y == mouse_target.y ) {
2625 // Second click
2626 new_destination = false;
2628 destination_preview.clear();
2630 if( act == ACTION_NULL ) {
2631 // Something went wrong
2633 return false;
2634 }
2635 }
2636 }
2637
2638 if( new_destination ) {
2640 u.get_path_avoid() );
2641 return false;
2642 }
2643
2644 return true;
2645}

References act, ACTION_NULL, Character::clear_destination(), destination_preview, Character::get_next_auto_move_direction(), Character::get_path_avoid(), Character::get_pathfinding_settings(), m, Character::pos(), map::route(), Character::set_destination(), u, tripoint::x, and tripoint::y.

Referenced by handle_action().

◆ try_get_right_click_action()

bool game::try_get_right_click_action ( action_id act,
const tripoint mouse_target 
)
private

Definition at line 2647 of file game.cpp.

2648{
2649 const bool cleared_destination = !destination_preview.empty();
2651 destination_preview.clear();
2652
2653 if( cleared_destination ) {
2654 // Produce no-op if auto-move had just been cleared on this action
2655 // e.g. from a previous single left mouse click. This has the effect
2656 // of right-click canceling an auto-move before it is initiated.
2657 return false;
2658 }
2659
2660 const bool is_adjacent = square_dist( mouse_target.xy(), point( u.posx(), u.posy() ) ) <= 1;
2661 const bool is_self = square_dist( mouse_target.xy(), point( u.posx(), u.posy() ) ) <= 0;
2662 if( const monster *const mon = critter_at<monster>( mouse_target ) ) {
2663 if( !u.sees( *mon ) ) {
2664 add_msg( _( "Nothing relevant here." ) );
2665 return false;
2666 }
2667
2668 if( !u.weapon.is_gun() ) {
2669 add_msg( m_info, _( "You are not wielding a ranged weapon." ) );
2670 return false;
2671 }
2672
2673 // TODO: Add weapon range check. This requires weapon to be reloaded.
2674
2675 act = ACTION_FIRE;
2676 } else if( is_adjacent &&
2677 m.close_door( tripoint( mouse_target.xy(), u.posz() ), !m.is_outside( u.pos() ),
2678 true ) ) {
2679 act = ACTION_CLOSE;
2680 } else if( is_self ) {
2682 } else if( is_adjacent ) {
2684 } else {
2685 add_msg( _( "Nothing relevant here." ) );
2686 return false;
2687 }
2688
2689 return true;
2690}
bool close_door(const tripoint &p, bool inside, bool check_only)
Definition: map.cpp:3953
static bool is_adjacent(const monster &z, const Creature &target)

References _, act, ACTION_CLOSE, ACTION_EXAMINE, ACTION_FIRE, ACTION_PICKUP, add_msg(), Character::clear_destination(), map::close_door(), destination_preview, is_adjacent(), item::is_gun(), map::is_outside(), m, m_info, Character::pos(), Character::posx(), Character::posy(), Character::posz(), Character::sees(), square_dist(), u, Character::weapon, and tripoint::xy().

Referenced by handle_action().

◆ unload()

bool game::unload ( item_location  loc)

Definition at line 9028 of file game.cpp.

9029{
9030 return u.unload( loc );
9031}
bool unload(item_location loc)
Definition: player.cpp:2900

References u, and player::unload().

Referenced by inventory_item_menu().

◆ unload_npcs()

void game::unload_npcs ( )
private

Unloads all NPCs.

If you call this you must later call load_npcs, lest caches get rather confused. The tests used to call this a lot when they shouldn't. It is now private to reduce the chance of similar problems in the future.

Definition at line 952 of file game.cpp.

953{
954 for( const auto &npc : active_npc ) {
955 npc->on_unload();
956 }
957
958 active_npc.clear();
959}
void on_unload()
Do some cleanup and caching as npc is being unloaded from map.
Definition: npc.cpp:2645

References active_npc, and npc::on_unload().

Referenced by place_player_overmap(), and reload_npcs().

◆ unserialize()

void game::unserialize ( std::istream &  fin)

Definition at line 167 of file savegame.cpp.

168{
169 chkversion( fin );
170 int tmpturn = 0;
171 int tmpcalstart = 0;
172 int tmprun = 0;
173 tripoint lev;
174 point com;
175 JsonIn jsin( fin );
176 try {
177 JsonObject data = jsin.get_object();
178
179 data.read( "turn", tmpturn );
180 data.read( "calendar_start", tmpcalstart );
182 calendar_config._initial_season = static_cast<season_type>( data.get_int( "initial_season",
183 static_cast<int>( SPRING ) ) );
184 // 0.E stable
185 if( savegame_loading_version < 26 ) {
186 tmpturn *= 6;
187 tmpcalstart *= 6;
188 }
191 tmpcalstart );
192
193 if( !data.read( "game_start", calendar_config._start_of_game ) ) {
195 }
196
197 data.read( "auto_travel_mode", auto_travel_mode );
198 data.read( "run_mode", tmprun );
199 data.read( "mostseen", mostseen );
200 data.read( "levx", lev.x );
201 data.read( "levy", lev.y );
202 data.read( "levz", lev.z );
203 data.read( "om_x", com.x );
204 data.read( "om_y", com.y );
205
206 load_map( tripoint( lev.x + com.x * OMAPX * 2, lev.y + com.y * OMAPY * 2, lev.z ) );
207
208 safe_mode = static_cast<safe_mode_type>( tmprun );
209 if( get_option<bool>( "SAFEMODE" ) && safe_mode == SAFE_MODE_OFF ) {
211 }
212
213 std::string linebuff;
214 std::string linebuf;
215 if( data.read( "grscent", linebuf ) && data.read( "typescent", linebuff ) ) {
216 scent.deserialize( linebuf );
217 scent.deserialize( linebuff, true );
218 } else {
219 scent.reset();
220 }
221 data.read( "active_monsters", *critter_tracker );
222
223 coming_to_stairs.clear();
224 for( auto elem : data.get_array( "stair_monsters" ) ) {
225 monster stairtmp;
226 elem.read( stairtmp );
227 coming_to_stairs.push_back( stairtmp );
228 }
229
230 if( data.has_object( "kill_tracker" ) ) {
231 data.read( "kill_tracker", *kill_tracker_ptr );
232 } else {
233 // Legacy support for when kills were stored directly in game
234 std::map<mtype_id, int> kills;
235 std::vector<std::string> npc_kills;
236 for( const JsonMember member : data.get_object( "kills" ) ) {
237 kills[mtype_id( member.name() )] = member.get_int();
238 }
239
240 for( const std::string npc_name : data.get_array( "npc_kills" ) ) {
241 npc_kills.push_back( npc_name );
242 }
243
244 kill_tracker_ptr->reset( kills, npc_kills );
245 }
246
247 data.read( "player", u );
248 data.read( "stats_tracker", *stats_tracker_ptr );
249 data.read( "achievements_tracker", *achievements_tracker_ptr );
250 data.read( "token_provider", token_provider_ptr );
251 Messages::deserialize( data );
252
253 } catch( const JsonError &jsonerr ) {
254 debugmsg( "Bad save json\n%s", jsonerr.c_str() );
255 return;
256 }
257}
season_type
Real world seasons.
Definition: calendar.h:17
Represents a member of a JsonObject.
Definition: json.h:1249
JsonObject get_object(const std::string &name) const
Definition: json.cpp:361
bool has_object(const std::string &name) const
Definition: json.cpp:425
JsonArray get_array(const std::string &name) const
Definition: json.cpp:332
int get_int(const std::string &name) const
Definition: json.cpp:282
bool read(const std::string &name, T &t, bool throw_on_error=true) const
Definition: json.h:944
void deserialize(const std::string &data, bool is_type=false)
Definition: savegame.cpp:259
safe_mode_type
Definition: game.h:76
static constexpr int OMAPY
static constexpr int OMAPX
Size of the overmap.
void deserialize(const JsonObject &json)
Definition: messages.cpp:330
std::string member
Definition: mapgen.cpp:402
static void chkversion(std::istream &fin)
Definition: savegame.cpp:148
int savegame_loading_version
Definition: savegame.cpp:64

References calendar_config::_initial_season, calendar_config::_start_of_cataclysm, calendar_config::_start_of_game, achievements_tracker_ptr, auto_travel_mode, JsonError::c_str(), chkversion(), coming_to_stairs, calendar::config, critter_tracker, debugmsg, Messages::deserialize(), scent_map::deserialize(), time_duration::from_turns(), JsonObject::get_array(), JsonObject::get_int(), JsonIn::get_object(), JsonObject::get_object(), JsonObject::has_object(), kill_tracker_ptr, load_map(), mapgen_defer::member, mostseen, mtype_id, OMAPX, OMAPY, JsonObject::read(), scent_map::reset(), safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, savegame_loading_version, scent, SPRING, stats_tracker_ptr, token_provider_ptr, calendar::turn, calendar::turn_zero, u, point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

Referenced by load().

◆ unserialize_master()

void game::unserialize_master ( std::istream &  fin)

Definition at line 1188 of file savegame.cpp.

1189{
1191 chkversion( fin );
1192 if( savegame_loading_version < 11 ) {
1193 std::unique_ptr<static_popup>popup = std::make_unique<static_popup>();
1194 popup->message(
1195 _( "Cannot find loader for save data in old version %d, attempting to load as current version %d." ),
1199 }
1200 try {
1201 // single-pass parsing example
1202 JsonIn jsin( fin );
1203 jsin.start_object();
1204 while( !jsin.end_object() ) {
1205 std::string name = jsin.get_member_name();
1206 if( name == "next_mission_id" ) {
1207 next_mission_id = jsin.get_int();
1208 } else if( name == "next_npc_id" ) {
1209 next_npc_id.deserialize( jsin );
1210 } else if( name == "active_missions" ) {
1212 } else if( name == "factions" ) {
1213 jsin.read( *faction_manager_ptr );
1214 } else if( name == "seed" ) {
1215 jsin.read( seed );
1216 } else if( name == "weather" ) {
1217 JsonObject w = jsin.get_object();
1218 w.read( "lightning", get_weather().lightning_active );
1219 } else {
1220 // silently ignore anything else
1221 jsin.skip_value();
1222 }
1223 }
1224 } catch( const JsonError &e ) {
1225 debugmsg( "error loading %s: %s", SAVE_MASTER, e.c_str() );
1226 }
1227}
void deserialize(JsonIn &)
static void unserialize_all(JsonIn &jsin)
Definition: savegame.cpp:1178

References _, JsonError::c_str(), chkversion(), debugmsg, character_id::deserialize(), JsonIn::end_object(), faction_manager_ptr, JsonIn::get_int(), JsonIn::get_member_name(), JsonIn::get_object(), get_weather, om_direction::name(), next_mission_id, next_npc_id, popup(), JsonIn::read(), JsonObject::read(), ui_manager::redraw(), refresh_display(), SAVE_MASTER(), savegame_loading_version, savegame_version, seed, JsonIn::skip_value(), JsonIn::start_object(), and mission::unserialize_all().

Referenced by load_master().

◆ update_map() [1/2]

point game::update_map ( int &  x,
int &  y 
)

Definition at line 11220 of file game.cpp.

11221{
11222 point shift;
11223
11224 while( x < HALF_MAPSIZE_X ) {
11225 x += SEEX;
11226 shift.x--;
11227 }
11228 while( x >= HALF_MAPSIZE_X + SEEX ) {
11229 x -= SEEX;
11230 shift.x++;
11231 }
11232 while( y < HALF_MAPSIZE_Y ) {
11233 y += SEEY;
11234 shift.y--;
11235 }
11236 while( y >= HALF_MAPSIZE_Y + SEEY ) {
11237 y -= SEEY;
11238 shift.y++;
11239 }
11240
11241 if( shift == point_zero ) {
11242 // adjust player position
11243 u.setpos( tripoint( x, y, get_levz() ) );
11244 // Update what parts of the world map we can see
11245 // We need this call because even if the map hasn't shifted we may have changed z-level and can now see farther
11246 // TODO: only make this call if we changed z-level
11248 // Not actually shifting the submaps, all the stuff below would do nothing
11249 return point_zero;
11250 }
11251
11252 // this handles loading/unloading submaps that have scrolled on or off the viewport
11253 // NOLINTNEXTLINE(cata-use-named-point-constants)
11254 inclusive_rectangle<point> size_1( point( -1, -1 ), point( 1, 1 ) );
11255 point remaining_shift = shift;
11256 while( remaining_shift != point_zero ) {
11257 point this_shift = clamp( remaining_shift, size_1 );
11258 m.shift( this_shift );
11259 remaining_shift -= this_shift;
11260 }
11261
11262 grid_tracker_ptr->load( m );
11263
11264 // Shift monsters
11265 shift_monsters( tripoint( shift, 0 ) );
11266 const point shift_ms = sm_to_ms_copy( shift );
11267 u.shift_destination( -shift_ms );
11268
11269 // Shift NPCs
11270 for( auto it = active_npc.begin(); it != active_npc.end(); ) {
11271 ( *it )->shift( shift );
11272 if( ( *it )->posx() < 0 - SEEX * 2 || ( *it )->posy() < 0 - SEEX * 2 ||
11273 ( *it )->posx() > SEEX * ( MAPSIZE + 2 ) || ( *it )->posy() > SEEY * ( MAPSIZE + 2 ) ) {
11274 //Remove the npc from the active list. It remains in the overmap list.
11275 ( *it )->on_unload();
11276 it = active_npc.erase( it );
11277 } else {
11278 it++;
11279 }
11280 }
11281
11282 scent.shift( shift_ms );
11283
11284 // Also ensure the player is on current z-level
11285 // get_levz() should later be removed, when there is no longer such a thing
11286 // as "current z-level"
11287 u.setpos( tripoint( x, y, get_levz() ) );
11288
11289 // Only do the loading after all coordinates have been shifted.
11290
11291 // Check for overmap saved npcs that should now come into view.
11292 // Put those in the active list.
11293 load_npcs();
11294
11295 // Make sure map cache is consistent since it may have shifted.
11296 if( m.has_zlevels() ) {
11297 for( int zlev = -OVERMAP_DEPTH; zlev <= OVERMAP_HEIGHT; ++zlev ) {
11298 m.invalidate_map_cache( zlev );
11299 }
11300 } else {
11302 }
11304
11305 // Spawn monsters if appropriate
11306 // This call will generate new monsters in addition to loading, so it's placed after NPC loading
11307 m.spawn_monsters( false ); // Static monsters
11308
11309 // Update what parts of the world map we can see
11311
11312 return shift;
11313}
void shift_destination(const point &shift)
void shift_monsters(const tripoint &shift)
Shift all active monsters, the shift vector is the number of shifted submaps.
Definition: game.cpp:11589
void shift(const point &s)
Shift the map along the vector s.
Definition: map.cpp:6745
void shift(const point &sm_shift)
Definition: scent_map.cpp:82
point sm_to_ms_copy(const point &p)
static constexpr int HALF_MAPSIZE_Y
static constexpr int HALF_MAPSIZE_X

References active_npc, map::build_map_cache(), clamp(), get_levz(), grid_tracker_ptr, HALF_MAPSIZE_X, HALF_MAPSIZE_Y, map::has_zlevels(), map::invalidate_map_cache(), load_npcs(), m, MAPSIZE, OVERMAP_DEPTH, OVERMAP_HEIGHT, point_zero, scent, SEEX, SEEY, Character::setpos(), map::shift(), scent_map::shift(), Character::shift_destination(), shift_monsters(), sm_to_ms_copy(), map::spawn_monsters(), u, update_overmap_seen(), point::x, and point::y.

◆ update_map() [2/2]

point game::update_map ( player p)

Definition at line 11214 of file game.cpp.

11215{
11216 point p2( p.posx(), p.posy() );
11217 return update_map( p2.x, p2.y );
11218}

References Character::posx(), Character::posy(), update_map(), point::x, and point::y.

Referenced by fling_creature(), load(), place_player(), start_game(), update_map(), and vertical_move().

◆ update_overmap_seen()

void game::update_overmap_seen ( )

Definition at line 11315 of file game.cpp.

11316{
11317 const tripoint_abs_omt ompos = u.global_omt_location();
11318 const int dist = u.overmap_sight_range( light_level( u.posz() ) );
11319 const int dist_squared = dist * dist;
11320 // We can always see where we're standing
11321 overmap_buffer.set_seen( ompos, true );
11322 for( const tripoint_abs_omt &p : points_in_radius( ompos, dist ) ) {
11323 const point_rel_omt delta = p.xy() - ompos.xy();
11324 const int h_squared = delta.x() * delta.x() + delta.y() * delta.y();
11325 if( trigdist && h_squared > dist_squared ) {
11326 continue;
11327 }
11328 if( delta == point_rel_omt() ) {
11329 // 1. This case is already handled outside of the loop
11330 // 2. Calculating multiplier would cause division by zero
11331 continue;
11332 }
11333 // If circular distances are enabled, scale overmap distances by the diagonality of the sight line.
11334 point abs_delta = delta.raw().abs();
11335 int max_delta = std::max( abs_delta.x, abs_delta.y );
11336 const float multiplier = trigdist ? std::sqrt( h_squared ) / max_delta : 1;
11337 const std::vector<tripoint_abs_omt> line = line_to( ompos, p );
11338 float sight_points = dist;
11339 for( auto it = line.begin();
11340 it != line.end() && sight_points >= 0; ++it ) {
11341 const oter_id &ter = overmap_buffer.ter( *it );
11342 sight_points -= static_cast<int>( ter->get_see_cost() ) * multiplier;
11343 }
11344 if( sight_points >= 0 ) {
11345 tripoint_abs_omt seen( p );
11346 do {
11347 overmap_buffer.set_seen( seen, true );
11348 --seen.z();
11349 } while( seen.z() >= 0 );
11350 }
11351 }
11352}
bool trigdist
Circular distances.
int overmap_sight_range(int light_level) const
Returns the distance the player can see on the overmap.
Definition: character.cpp:771
constexpr Point & raw()
Definition: coordinates.h:111
void set_seen(const tripoint_abs_omt &p, bool seen=true)
coords::coord_point< point, coords::origin::relative, coords::omt > point_rel_omt
Definition: coordinates.h:478
tripoint_range< Tripoint > points_in_radius(const Tripoint &center, const int radius, const int radiusz=0)
Definition: map_iterator.h:125
unsigned char get_see_cost() const
Definition: omdata.h:230

References oter_t::get_see_cost(), Character::global_omt_location(), light_level(), line(), line_to(), overmap_buffer, Character::overmap_sight_range(), points_in_radius(), Character::posz(), coords::coord_point< Point, Origin, Scale >::raw(), overmapbuffer::set_seen(), overmapbuffer::ter(), trigdist, u, coords::coord_point< Point, Origin, Scale >::x(), point::x, coords::coord_point< Point, Origin, Scale >::xy(), coords::coord_point< Point, Origin, Scale >::y(), point::y, and coords::coord_point< Point, Origin, Scale >::z().

Referenced by place_player_overmap(), and update_map().

◆ update_stair_monsters()

void game::update_stair_monsters ( )
private
Dodge reduces chance of being downed when pushed off the stairs

Definition at line 11367 of file game.cpp.

11368{
11369 // Search for the stairs closest to the player.
11370 std::vector<int> stairx;
11371 std::vector<int> stairy;
11372 std::vector<int> stairdist;
11373
11374 const bool from_below = monstairz < get_levz();
11375
11376 if( coming_to_stairs.empty() ) {
11377 return;
11378 }
11379
11380 if( m.has_zlevels() ) {
11381 debugmsg( "%d monsters coming to stairs on a map with z-levels",
11382 coming_to_stairs.size() );
11383 coming_to_stairs.clear();
11384 }
11385
11386 for( const tripoint &dest : m.points_on_zlevel( u.posz() ) ) {
11387 if( ( from_below && m.has_flag( "GOES_DOWN", dest ) ) ||
11388 ( !from_below && m.has_flag( "GOES_UP", dest ) ) ) {
11389 stairx.push_back( dest.x );
11390 stairy.push_back( dest.y );
11391 stairdist.push_back( rl_dist( dest, u.pos() ) );
11392 }
11393 }
11394 if( stairdist.empty() ) {
11395 return; // Found no stairs?
11396 }
11397
11398 // Find closest stairs.
11399 size_t si = 0;
11400 for( size_t i = 0; i < stairdist.size(); i++ ) {
11401 if( stairdist[i] < stairdist[si] ) {
11402 si = i;
11403 }
11404 }
11405
11406 // Find up to 4 stairs for distance stairdist[si] +1
11407 std::vector<int> nearest;
11408 nearest.push_back( si );
11409 for( size_t i = 0; i < stairdist.size() && nearest.size() < 4; i++ ) {
11410 if( ( i != si ) && ( stairdist[i] <= stairdist[si] + 1 ) ) {
11411 nearest.push_back( i );
11412 }
11413 }
11414 // Randomize the stair choice
11415 si = random_entry_ref( nearest );
11416
11417 // Attempt to spawn zombies.
11418 for( size_t i = 0; i < coming_to_stairs.size(); i++ ) {
11419 point mpos( stairx[si], stairy[si] );
11420 monster &critter = coming_to_stairs[i];
11421 const tripoint dest {
11422 mpos, g->get_levz()
11423 };
11424
11425 // We might be not be visible.
11426 if( ( critter.posx() < 0 - ( MAPSIZE_X ) / 6 ||
11427 critter.posy() < 0 - ( MAPSIZE_Y ) / 6 ||
11428 critter.posx() > ( MAPSIZE_X * 7 ) / 6 ||
11429 critter.posy() > ( MAPSIZE_Y * 7 ) / 6 ) ) {
11430 continue;
11431 }
11432
11433 critter.staircount -= 4;
11434 // Let the player know zombies are trying to come.
11435 if( u.sees( dest ) ) {
11436 std::string dump;
11437 if( critter.staircount > 4 ) {
11438 dump += string_format( _( "You see a %s on the stairs" ), critter.name() );
11439 } else {
11440 if( critter.staircount > 0 ) {
11441 dump += ( from_below ?
11442 //~ The <monster> is almost at the <bottom/top> of the <terrain type>!
11443 string_format( _( "The %1$s is almost at the top of the %2$s!" ),
11444 critter.name(),
11445 m.tername( dest ) ) :
11446 string_format( _( "The %1$s is almost at the bottom of the %2$s!" ),
11447 critter.name(),
11448 m.tername( dest ) ) );
11449 }
11450 }
11451
11452 add_msg( m_warning, dump );
11453 } else {
11455 _( "a sound nearby from the stairs!" ), true, "misc", "stairs_movement" );
11456 }
11457
11458 if( critter.staircount > 0 ) {
11459 continue;
11460 }
11461
11462 if( is_empty( dest ) ) {
11463 critter.spawn( dest );
11464 critter.staircount = 0;
11465 place_critter_at( make_shared_fast<monster>( critter ), dest );
11466 if( u.sees( dest ) ) {
11467 if( !from_below ) {
11468 add_msg( m_warning, _( "The %1$s comes down the %2$s!" ),
11469 critter.name(),
11470 m.tername( dest ) );
11471 } else {
11472 add_msg( m_warning, _( "The %1$s comes up the %2$s!" ),
11473 critter.name(),
11474 m.tername( dest ) );
11475 }
11476 }
11477 coming_to_stairs.erase( coming_to_stairs.begin() + i );
11478 continue;
11479 } else if( u.pos() == dest ) {
11480 // Monster attempts to push player of stairs
11482 int tries = 0;
11483
11484 // the critter is now right on top of you and will attack unless
11485 // it can find a square to push you into with one of his tries.
11486 const int creature_push_attempts = 9;
11487 const int player_throw_resist_chance = 3;
11488
11489 critter.spawn( dest );
11490 while( tries < creature_push_attempts ) {
11491 tries++;
11492 push.x = rng( -1, 1 );
11493 push.y = rng( -1, 1 );
11494 point ipos( mpos + push );
11495 tripoint pos( ipos, get_levz() );
11496 if( ( push.x != 0 || push.y != 0 ) && !critter_at( pos ) &&
11497 critter.can_move_to( pos ) ) {
11498 bool resiststhrow = ( u.is_throw_immune() ) ||
11500 if( resiststhrow && one_in( player_throw_resist_chance ) ) {
11501 u.moves -= 25; // small charge for avoiding the push altogether
11502 add_msg( _( "The %s fails to push you back!" ),
11503 critter.name() );
11504 return; //judo or leg brace prevent you from getting pushed at all
11505 }
11506 // Not accounting for tentacles latching on, so..
11507 // Something is about to happen, lets charge half a move
11508 u.moves -= 50;
11509 if( resiststhrow && ( u.is_throw_immune() ) ) {
11510 //we have a judoka who isn't getting pushed but counterattacking now.
11511 mattack::thrown_by_judo( &critter );
11512 return;
11513 }
11514 std::string msg;
11515 ///\EFFECT_DODGE reduces chance of being downed when pushed off the stairs
11516 if( !( resiststhrow ) && ( u.get_dodge() + rng( 0, 3 ) < 12 ) ) {
11517 // dodge 12 - never get downed
11518 // 11.. avoid 75%; 10.. avoid 50%; 9.. avoid 25%
11519 u.add_effect( effect_downed, 2_turns );
11520 msg = _( "The %s pushed you back hard!" );
11521 } else {
11522 msg = _( "The %s pushed you back!" );
11523 }
11524 add_msg( m_warning, msg.c_str(), critter.name() );
11525 u.setx( u.posx() + push.x );
11526 u.sety( u.posy() + push.y );
11527 return;
11528 }
11529 }
11531 _( "The %s tried to push you back but failed! It attacks you!" ),
11532 critter.name() );
11533 critter.melee_attack( u );
11534 u.moves -= 50;
11535 return;
11536 } else if( monster *const mon_ptr = critter_at<monster>( dest ) ) {
11537 // Monster attempts to displace a monster from the stairs
11538 monster &other = *mon_ptr;
11539 critter.spawn( dest );
11540
11541 // the critter is now right on top of another and will push it
11542 // if it can find a square to push it into inside of his tries.
11543 const int creature_push_attempts = 9;
11544 const int creature_throw_resist = 4;
11545
11546 int tries = 0;
11547 point push2;
11548 while( tries < creature_push_attempts ) {
11549 tries++;
11550 push2.x = rng( -1, 1 );
11551 push2.y = rng( -1, 1 );
11552 point ipos2( mpos + push2 );
11553 tripoint pos( ipos2, get_levz() );
11554 if( ( push2.x == 0 && push2.y == 0 ) || ( ( ipos2.x == u.posx() ) && ( ipos2.y == u.posy() ) ) ) {
11555 continue;
11556 }
11557 if( !critter_at( pos ) && other.can_move_to( pos ) ) {
11558 other.setpos( tripoint( ipos2, get_levz() ) );
11559 other.moves -= 50;
11560 std::string msg;
11561 if( one_in( creature_throw_resist ) ) {
11562 other.add_effect( effect_downed, 2_turns );
11563 msg = _( "The %1$s pushed the %2$s hard." );
11564 } else {
11565 msg = _( "The %1$s pushed the %2$s." );
11566 }
11567 add_msg( m_neutral, msg, critter.name(), other.name() );
11568 return;
11569 }
11570 }
11571 return;
11572 }
11573 }
11574}
void setx(int x)
Definition: character.h:788
void sety(int y)
Definition: character.h:791
bool is_throw_immune() const
Returns true if the player is immune to throws.
float get_dodge() const override
Definition: melee.cpp:811
int monstairz
Definition: game.h:1032
tripoint_range< tripoint > points_on_zlevel() const
Yields a range of all points that are contained in the map and have the z-level of this map (abs_sub)...
Definition: map.cpp:8580
bool can_move_to(const tripoint &p) const
Checks whether we can move to/through p.
Definition: monmove.cpp:256
int posy() const override
Definition: monster.h:500
void melee_attack(Creature &target)
Definition: monster.cpp:1370
int staircount
Definition: monster.h:511
void spawn(const tripoint &p)
Definition: monster.cpp:481
int posx() const override
Definition: monster.h:497
bool thrown_by_judo(monster *z)
Definition: monattack.cpp:4671
std::enable_if<!is_std_array< C >::value, constV & >::type random_entry_ref(const C &container)
Same as above, but with a statically allocated default value (using the default constructor).
Definition: rng.h:149

References _, Creature::add_effect(), add_msg(), monster::can_move_to(), coming_to_stairs, critter_at(), debugmsg, effect_downed, g, Character::get_dodge(), get_levz(), map::has_flag(), Character::has_trait(), map::has_zlevels(), is_empty(), Character::is_throw_immune(), m, m_neutral, m_warning, MAPSIZE_X, MAPSIZE_Y, monster::melee_attack(), monstairz, sounds::movement, Creature::moves, monster::name(), one_in(), other, place_critter_at(), point_north_west, map::points_on_zlevel(), Character::pos(), Character::posx(), monster::posx(), Character::posy(), monster::posy(), Character::posz(), monexamine::push(), random_entry_ref(), rl_dist(), rng(), Character::sees(), Character::setx(), Character::sety(), sounds::sound(), monster::spawn(), monster::staircount, string_format(), map::tername(), mattack::thrown_by_judo(), trait_LEG_TENT_BRACE, u, point::x, and point::y.

Referenced by do_turn(), and vertical_move().

◆ update_zombie_pos()

bool game::update_zombie_pos ( const monster critter,
const tripoint pos 
)

Redirects to the creature_tracker update_pos() function.

Definition at line 5042 of file game.cpp.

5043{
5044 return critter_tracker->update_pos( critter, pos );
5045}

References critter_tracker.

◆ use_computer()

void game::use_computer ( const tripoint p)

Checks to see if a player can use a computer (not illiterate, etc.) and uses if able.

Definition at line 4825 of file game.cpp.

4826{
4827 if( u.has_trait( trait_id( "ILLITERATE" ) ) ) {
4828 add_msg( m_info, _( "You can not read a computer screen!" ) );
4829 return;
4830 }
4831 if( u.is_blind() ) {
4832 // we don't have screen readers in game
4833 add_msg( m_info, _( "You can not see a computer screen!" ) );
4834 return;
4835 }
4836 if( u.has_trait( trait_id( "HYPEROPIC" ) ) && !u.worn_with_flag( "FIX_FARSIGHT" ) &&
4837 !u.has_effect( effect_contacts ) && !u.has_bionic( bionic_id( "bio_eye_optic" ) ) ) {
4838 add_msg( m_info, _( "You'll need to put on reading glasses before you can see the screen." ) );
4839 return;
4840 }
4841
4842 computer *used = m.computer_at( p );
4843
4844 if( used == nullptr ) {
4845 if( m.has_flag( "CONSOLE", p ) ) { //Console without map data
4846 add_msg( m_bad, _( "The console doesn't display anything coherent." ) );
4847 } else {
4848 debugmsg( "Tried to use computer at %s - none there", p.to_string() );
4849 }
4850 return;
4851 }
4852
4853 computer_session( *used ).use();
4854}
void use()
Handles player use of a computer.
computer * computer_at(const tripoint &p)
Definition: map.cpp:5532
static const efftype_id effect_contacts("contacts")

References _, add_msg(), map::computer_at(), debugmsg, effect_contacts, Character::has_bionic(), Creature::has_effect(), map::has_flag(), Character::has_trait(), Character::is_blind(), m, m_bad, m_info, tripoint::to_string(), u, computer_session::use(), and Character::worn_with_flag().

Referenced by examine().

◆ validate_camps()

void game::validate_camps ( )

validate camps to ensure they are on the overmap list

Definition at line 2039 of file game.cpp.

2040{
2041 basecamp camp = m.hoist_submap_camp( u.pos() );
2042 if( camp.is_valid() ) {
2043 overmap_buffer.add_camp( camp );
2045 } else if( camp.camp_omt_pos() != tripoint_abs_omt() ) {
2046 std::string camp_name = _( "Faction Camp" );
2047 camp.set_name( camp_name );
2048 overmap_buffer.add_camp( camp );
2050 }
2051}
bool is_valid() const
Definition: basecamp.h:125
void set_name(const std::string &new_name)
Definition: basecamp.cpp:575
tripoint_abs_omt camp_omt_pos() const
Definition: basecamp.h:134
basecamp hoist_submap_camp(const tripoint &p)
Definition: map.cpp:5563
void remove_submap_camp(const tripoint &)
Definition: map.cpp:5558
void add_camp(const basecamp &camp)
Add Basecamp to overmapbuffer.

References _, overmapbuffer::add_camp(), basecamp::camp_omt_pos(), map::hoist_submap_camp(), basecamp::is_valid(), m, overmap_buffer, Character::pos(), map::remove_submap_camp(), basecamp::set_name(), and u.

Referenced by load().

◆ validate_linked_vehicles()

void game::validate_linked_vehicles ( )

validate towed vehicles so they get linked up again after a load

Definition at line 1981 of file game.cpp.

1982{
1983 for( auto &veh : m.get_vehicles() ) {
1984 vehicle *v = veh.v;
1987 if( other_v ) {
1988 // the other vehicle is towing us.
1989 v->tow_data.set_towing( other_v, v );
1991 }
1992 }
1993 }
1994}
tripoint other_towing_point
Definition: vehicle.h:167
bool set_towing(vehicle *tower_veh, vehicle *towed_veh)
Definition: vehicle.cpp:6117
towing_data tow_data
Definition: vehicle.h:1944

References map::get_vehicles(), m, towing_data::other_towing_point, towing_data::set_towing(), vehicle::tow_data, tripoint_zero, map::veh_at(), and veh_pointer_or_null().

Referenced by load().

◆ validate_mounted_npcs()

void game::validate_mounted_npcs ( )

Definition at line 1996 of file game.cpp.

1997{
1998 for( monster &m : all_monsters() ) {
1999 if( m.has_effect( effect_ridden ) && m.mounted_player_id.is_valid() ) {
2000 player *mounted_pl = g->critter_by_id<player>( m.mounted_player_id );
2001 if( !mounted_pl ) {
2002 // Target no longer valid.
2003 m.mounted_player_id = character_id();
2004 m.remove_effect( effect_ridden );
2005 continue;
2006 }
2007 mounted_pl->mounted_creature = shared_from( m );
2008 mounted_pl->setpos( m.pos() );
2009 mounted_pl->add_effect( effect_riding, 1_turns, num_bp );
2010 m.mounted_player = mounted_pl;
2011 }
2012 }
2013}

References Creature::add_effect(), all_monsters(), character_id, effect_ridden, effect_riding, g, m, Character::mounted_creature, num_bp, Character::setpos(), and shared_from().

Referenced by load(), and vertical_shift().

◆ validate_npc_followers()

void game::validate_npc_followers ( )

validate list of followers to account for overmap buffers

Definition at line 2015 of file game.cpp.

2016{
2017 // Make sure visible followers are in the list.
2018 const std::vector<npc *> visible_followers = get_npcs_if( [&]( const npc & guy ) {
2019 return guy.is_player_ally();
2020 } );
2021 for( npc *guy : visible_followers ) {
2022 update_faction_api( guy );
2023 add_npc_follower( guy->getID() );
2024 }
2025 // Make sure overmapbuffered NPC followers are in the list.
2026 for( const auto &temp_guy : overmap_buffer.get_npcs_near_player( 300 ) ) {
2027 npc *guy = temp_guy.get();
2028 if( guy->is_player_ally() ) {
2029 update_faction_api( guy );
2030 add_npc_follower( guy->getID() );
2031 }
2032 }
2033 // Make sure that serialized player followers sync up with game list
2034 for( const auto &temp_id : u.follower_ids ) {
2035 add_npc_follower( temp_id );
2036 }
2037}
void add_npc_follower(const character_id &id)
Add follower id to set of followers.
Definition: game.cpp:1961
static void update_faction_api(npc *guy)
Definition: game.cpp:1973

References add_npc_follower(), player::follower_ids, get_npcs_if(), overmapbuffer::get_npcs_near_player(), Character::getID(), npc::is_player_ally(), overmap_buffer, u, and update_faction_api().

Referenced by load().

◆ vertical_move()

void game::vertical_move ( int  z,
bool  force,
bool  peeking = false 
)

Moves the player vertically.

If force == true then they are falling. If peeking == true, forbids some exotic movement options

Strength increases breath-holding capacity while diving Dexterity increases chance of moving past monsters on stairs Dodge increases chance of moving past monsters on stairs Strength increases chance of moving past monsters on stairs Melee increases chance of moving past monsters on stairs

Definition at line 10541 of file game.cpp.

10542{
10543 if( u.is_mounted() ) {
10544 auto mons = u.mounted_creature.get();
10545 if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
10546 if( !mons->check_mech_powered() ) {
10547 add_msg( m_bad, _( "Your %s refuses to move as its batteries have been drained." ),
10548 mons->get_name() );
10549 return;
10550 }
10551 }
10552 }
10553
10554 // > and < are used for diving underwater.
10555 if( m.has_flag( "SWIMMABLE", u.pos() ) && m.has_flag( TFLAG_DEEP_WATER, u.pos() ) ) {
10556 if( movez == -1 ) {
10557 if( u.is_underwater() ) {
10558 add_msg( m_info, _( "You are already underwater!" ) );
10559 return;
10560 }
10561 if( u.worn_with_flag( "FLOTATION" ) ) {
10562 add_msg( m_info, _( "You can't dive while wearing a flotation device." ) );
10563 return;
10564 }
10565 u.set_underwater( true );
10566 ///\EFFECT_STR increases breath-holding capacity while diving
10567 u.oxygen = 30 + 2 * u.str_cur;
10568 add_msg( _( "You dive underwater!" ) );
10569 } else {
10570 if( u.swim_speed() < 500 || u.shoe_type_count( itype_swim_fins ) ) {
10571 u.set_underwater( false );
10572 add_msg( _( "You surface." ) );
10573 } else {
10574 add_msg( m_info, _( "You try to surface but can't!" ) );
10575 }
10576 }
10577 u.moves -= 100;
10578 return;
10579 }
10580
10581 // Force means we're going down, even if there's no staircase, etc.
10582 bool climbing = false;
10583 int move_cost = 100;
10584 tripoint stairs( u.posx(), u.posy(), u.posz() + movez );
10585 if( m.has_zlevels() && !force && movez == 1 && !m.has_flag( "GOES_UP", u.pos() ) ) {
10586 // Climbing
10587 if( m.has_floor_or_support( stairs ) ) {
10588 add_msg( m_info, _( "You can't climb here - there's a ceiling above your head." ) );
10589 return;
10590 }
10591
10592 std::vector<tripoint> pts;
10593 for( const auto &pt : m.points_in_radius( stairs, 1 ) ) {
10594 if( m.passable( pt ) &&
10595 m.has_floor_or_support( pt ) ) {
10596 pts.push_back( pt );
10597 }
10598 }
10599
10600 const int cost = map_funcs::climbing_cost( m, u.pos(), stairs );
10601
10602 if( cost == 0 ) {
10603 if( u.has_trait( trait_WEB_ROPE ) ) {
10604 if( pts.empty() ) {
10605 add_msg( m_info, _( "There is nothing above you that you can attach a web to." ) );
10606 } else if( can_use_mutation_warn( trait_WEB_ROPE, u ) ) {
10607 if( g->m.move_cost( u.pos() ) != 2 && g->m.move_cost( u.pos() ) != 3 ) {
10608 add_msg( m_info, _( "You can't spin a web rope there." ) );
10609 } else if( g->m.has_furn( u.pos() ) ) {
10610 add_msg( m_info, _( "There is already furniture at that location." ) );
10611 } else {
10612 if( query_yn( "Spin a rope and climb?" ) ) {
10613 add_msg( m_good, _( "You spin a rope of web." ) );
10614 g->m.furn_set( u.pos(), furn_str_id( "f_rope_up_web" ) );
10615 u.mod_moves( to_turns<int>( 2_seconds ) );
10617 vertical_move( movez, force, peeking );
10618 }
10619 }
10620 }
10621
10622 } else {
10623 add_msg( m_info, _( "You can't climb here - you need walls and/or furniture to brace against." ) );
10624
10625 }
10626 return;
10627
10628 }
10629
10630 if( cost <= 0 || pts.empty() ) {
10631 add_msg( m_info,
10632 _( "You can't climb here - there is no terrain above you that would support your weight." ) );
10633 return;
10634 } else {
10635 // TODO: Make it an extended action
10636 climbing = true;
10637 move_cost = cost;
10638
10640 if( !pnt ) {
10641 return;
10642 }
10643 stairs = *pnt;
10644 }
10645 }
10646
10647 if( !force && movez == -1 && !m.has_flag( "GOES_DOWN", u.pos() ) ) {
10648 add_msg( m_info, _( "You can't go down here!" ) );
10649 return;
10650 } else if( !climbing && !force && movez == 1 && !m.has_flag( "GOES_UP", u.pos() ) ) {
10651 add_msg( m_info, _( "You can't go up here!" ) );
10652 return;
10653 }
10654
10655 if( force ) {
10656 // Let go of a grabbed cart.
10657 u.grab( OBJECT_NONE );
10658 } else if( u.grab_point != tripoint_zero ) {
10659 add_msg( m_info, _( "You can't drag things up and down stairs." ) );
10660 return;
10661 }
10662
10663 // Because get_levz takes z-value from the map, it will change when vertical_shift (m.has_zlevels() == true)
10664 // is called or when the map is loaded on new z-level (== false).
10665 // This caches the z-level we start the movement on (current) and the level we're want to end.
10666 const int z_before = get_levz();
10667 const int z_after = get_levz() + movez;
10668 if( z_after < -OVERMAP_DEPTH || z_after > OVERMAP_HEIGHT ) {
10669 debugmsg( "Tried to move outside allowed range of z-levels" );
10670 return;
10671 }
10672
10673 if( !u.move_effects( false ) ) {
10674 return;
10675 }
10676
10677 // Check if there are monsters are using the stairs.
10678 bool slippedpast = false;
10679 if( !m.has_zlevels() && !coming_to_stairs.empty() && !force ) {
10680 // TODO: Allow travel if zombie couldn't reach stairs, but spawn him when we go up.
10681 add_msg( m_warning, _( "You try to use the stairs. Suddenly you are blocked by a %s!" ),
10682 coming_to_stairs[0].name() );
10683 // Roll.
10684 ///\EFFECT_DEX increases chance of moving past monsters on stairs
10685
10686 ///\EFFECT_DODGE increases chance of moving past monsters on stairs
10687 int dexroll = dice( 6, u.dex_cur + u.get_skill_level( skill_dodge ) * 2 );
10688 ///\EFFECT_STR increases chance of moving past monsters on stairs
10689
10690 ///\EFFECT_MELEE increases chance of moving past monsters on stairs
10691 int strroll = dice( 3, u.str_cur + u.get_skill_level( skill_melee ) * 1.5 );
10692 if( coming_to_stairs.size() > 4 ) {
10693 add_msg( _( "The are a lot of them on the %s!" ), m.tername( u.pos() ) );
10694 dexroll /= 4;
10695 strroll /= 2;
10696 } else if( coming_to_stairs.size() > 1 ) {
10697 add_msg( m_warning, _( "There's something else behind it!" ) );
10698 dexroll /= 2;
10699 }
10700
10701 if( dexroll < 14 || strroll < 12 ) {
10703 u.moves -= 100;
10704 return;
10705 }
10706
10707 add_msg( _( "You manage to slip past!" ) );
10708 slippedpast = true;
10709 u.moves -= 100;
10710 }
10711
10712 // Shift the map up or down
10713
10714 std::unique_ptr<map> tmp_map_ptr;
10715 if( !m.has_zlevels() ) {
10716 tmp_map_ptr = std::make_unique<map>();
10717 }
10718
10719 map &maybetmp = m.has_zlevels() ? m : *( tmp_map_ptr.get() );
10720 if( m.has_zlevels() ) {
10721 // We no longer need to shift the map here! What joy
10722 } else {
10723 maybetmp.load( tripoint( get_levx(), get_levy(), z_after ), false );
10724 }
10725
10726 // Find the corresponding staircase
10727 bool rope_ladder = false;
10728 // TODO: Remove the stairfinding, make the mapgen gen aligned maps
10729 if( !force && !climbing ) {
10730 const cata::optional<tripoint> pnt = find_or_make_stairs( maybetmp, z_after, rope_ladder, peeking );
10731 if( !pnt ) {
10732 return;
10733 }
10734 stairs = *pnt;
10735 }
10736
10737 if( !force ) {
10738 monstairz = z_before;
10739 }
10740 // Save all monsters that can reach the stairs, remove them from the tracker,
10741 // then despawn the remaining monsters. Because it's a vertical shift, all
10742 // monsters are out of the bounds of the map and will despawn.
10743 shared_ptr_fast<monster> stored_mount;
10744 if( u.is_mounted() && !m.has_zlevels() ) {
10745 // Store a *copy* of the mount, so we can remove the original monster instance
10746 // from the tracker before the map shifts.
10747 // Map shifting would otherwise just despawn the mount and would later respawn it.
10748 stored_mount = make_shared_fast<monster>( *u.mounted_creature );
10750 }
10751 if( !m.has_zlevels() ) {
10752 const tripoint to = u.pos();
10753 for( monster &critter : all_monsters() ) {
10754 // if its a ladder instead of stairs - most zombies can't climb that.
10755 // unless that have a special flag to allow them to do so.
10756 if( ( m.has_flag( "DIFFICULT_Z", u.pos() ) && !critter.climbs() ) ||
10757 critter.has_effect( effect_ridden ) ||
10758 critter.has_effect( effect_tied ) ) {
10759 continue;
10760 }
10761 int turns = critter.turns_to_reach( to.xy() );
10762 if( turns < 10 && coming_to_stairs.size() < 8 && critter.will_reach( to.xy() )
10763 && !slippedpast ) {
10764 critter.staircount = 10 + turns;
10765 critter.on_unload();
10766 coming_to_stairs.push_back( critter );
10767 remove_zombie( critter );
10768 }
10769 }
10770 auto mons = critter_tracker->find( g->u.pos() );
10771 if( mons != nullptr ) {
10772 critter_tracker->remove( *mons );
10773 }
10774 shift_monsters( tripoint( 0, 0, movez ) );
10775 }
10776
10777 std::vector<shared_ptr_fast<npc>> npcs_to_bring;
10778 std::vector<monster *> monsters_following;
10779 if( !m.has_zlevels() && std::abs( movez ) == 1 ) {
10780 std::copy_if( active_npc.begin(), active_npc.end(), back_inserter( npcs_to_bring ),
10781 [this]( const shared_ptr_fast<npc> &np ) {
10782 return np->is_walking_with() && !np->is_mounted() && !np->in_sleep_state() &&
10783 rl_dist( np->pos(), u.pos() ) < 2;
10784 } );
10785 }
10786
10787 if( m.has_zlevels() && std::abs( movez ) == 1 ) {
10788 bool ladder = m.has_flag( "DIFFICULT_Z", u.pos() );
10789 for( monster &critter : all_monsters() ) {
10790 if( ladder && !critter.climbs() ) {
10791 continue;
10792 }
10793 if( critter.attack_target() == &g->u || ( !critter.has_effect( effect_ridden ) &&
10794 critter.has_effect( effect_pet ) && critter.friendly == -1 &&
10795 !critter.has_effect( effect_tied ) ) ) {
10796 monsters_following.push_back( &critter );
10797 }
10798 }
10799 }
10800
10801 if( u.is_mounted() ) {
10802 monster *crit = u.mounted_creature.get();
10803 if( crit->has_flag( MF_RIDEABLE_MECH ) ) {
10804 crit->use_mech_power( -1 );
10805 if( u.movement_mode_is( CMM_WALK ) ) {
10806 crit->use_mech_power( -2 );
10807 } else if( u.movement_mode_is( CMM_CROUCH ) ) {
10808 crit->use_mech_power( -1 );
10809 } else if( u.movement_mode_is( CMM_RUN ) ) {
10810 crit->use_mech_power( -3 );
10811 }
10812 }
10813 } else {
10814 u.moves -= move_cost;
10815 }
10816 for( const auto &np : npcs_to_bring ) {
10817 if( np->in_vehicle ) {
10818 m.unboard_vehicle( np->pos() );
10819 }
10820 }
10821 const tripoint old_pos = g->u.pos();
10822 point submap_shift;
10823 vertical_shift( z_after );
10824 if( !force ) {
10825 submap_shift = update_map( stairs.x, stairs.y );
10826 }
10827
10828 // if an NPC or monster is on the stiars when player ascends/descends
10829 // they may end up merged on th esame tile, do some displacement to resolve that.
10830 // if, in the weird case of it not being possible to displace;
10831 // ( how did the player even manage to approach the stairs, if so? )
10832 // then nothing terrible happens, its just weird.
10833 if( critter_at<npc>( u.pos(), true ) || critter_at<monster>( u.pos(), true ) ) {
10834 std::string crit_name;
10835 bool player_displace = false;
10837 if( displace.has_value() ) {
10838 npc *guy = g->critter_at<npc>( u.pos(), true );
10839 if( guy ) {
10840 crit_name = guy->get_name();
10841 tripoint old_pos = guy->pos();
10842 if( !guy->is_enemy() ) {
10843 guy->move_away_from( u.pos(), true );
10844 if( old_pos != guy->pos() ) {
10845 add_msg( _( "%s moves out of the way for you." ), guy->get_name() );
10846 }
10847 } else {
10848 player_displace = true;
10849 }
10850 }
10851 monster *mon = g->critter_at<monster>( u.pos(), true );
10852 // if the monster is ridden by the player or an NPC:
10853 // Dont displace them. If they are mounted by a friendly NPC,
10854 // then the NPC will already have been displaced just above.
10855 // if they are ridden by the player, we want them to coexist on same tile
10856 if( mon && !mon->mounted_player ) {
10857 crit_name = mon->get_name();
10858 if( mon->friendly == -1 ) {
10859 mon->setpos( *displace );
10860 add_msg( _( "Your %s moves out of the way for you." ), mon->get_name() );
10861 } else {
10862 player_displace = true;
10863 }
10864 }
10865 if( player_displace ) {
10866 u.setpos( *displace );
10867 u.moves -= 20;
10868 add_msg( _( "You push past %s blocking the way." ), crit_name );
10869 }
10870 } else {
10871 debugmsg( "Failed to find a spot to displace into." );
10872 }
10873 }
10874
10875 // Now that we know the player's destination position, we can move their mount as well
10876 if( u.is_mounted() ) {
10877 if( stored_mount ) {
10878 assert( !m.has_zlevels() );
10879 stored_mount->spawn( g->u.pos() );
10880 if( critter_tracker->add( stored_mount ) ) {
10881 u.mounted_creature = stored_mount;
10882 }
10883 } else {
10884 u.mounted_creature->setpos( g->u.pos() );
10885 }
10886 }
10887
10888 if( !npcs_to_bring.empty() ) {
10889 // Would look nicer randomly scrambled
10890 std::vector<tripoint> candidates = closest_points_first( u.pos(), 1 );
10891 candidates.erase( std::remove_if( candidates.begin(), candidates.end(),
10892 [this]( const tripoint & c ) {
10893 return !is_empty( c );
10894 } ), candidates.end() );
10895
10896 for( const auto &np : npcs_to_bring ) {
10897 const auto found = std::find_if( candidates.begin(), candidates.end(),
10898 [this, np]( const tripoint & c ) {
10899 return !np->is_dangerous_fields( m.field_at( c ) ) && m.tr_at( c ).is_benign();
10900 } );
10901 if( found != candidates.end() ) {
10902 // TODO: De-uglify
10903 np->setpos( *found );
10904 np->place_on_map();
10905 np->setpos( *found );
10906 candidates.erase( found );
10907 }
10908
10909 if( candidates.empty() ) {
10910 break;
10911 }
10912 }
10913
10914 reload_npcs();
10915 }
10916
10917 // This ugly check is here because of stair teleport bullshit
10918 // TODO: Remove stair teleport bullshit
10919 if( rl_dist( g->u.pos(), old_pos ) <= 1 ) {
10920 for( monster *m : monsters_following ) {
10921 m->set_dest( g->u.pos() );
10922 }
10923 }
10924
10925 if( rope_ladder ) {
10926 m.ter_set( u.pos(), t_rope_up );
10927 }
10928
10929 if( m.ter( stairs ) == t_manhole_cover ) {
10930 m.spawn_item( stairs + point( rng( -1, 1 ), rng( -1, 1 ) ), itype_manhole_cover );
10931 m.ter_set( stairs, t_manhole );
10932 }
10933
10934 // Wouldn't work and may do strange things
10935 if( u.is_hauling() && !m.has_zlevels() ) {
10936 add_msg( _( "You cannot haul items here." ) );
10937 u.stop_hauling();
10938 }
10939
10940 if( u.is_hauling() ) {
10941 const tripoint adjusted_pos = old_pos - sm_to_ms_copy( submap_shift );
10942 start_hauling( adjusted_pos );
10943 }
10944
10945 m.invalidate_map_cache( g->get_levz() );
10946 // Upon force movement, traps can not be avoided.
10947 m.creature_on_trap( u, !force );
10948
10950}
static int move_cost(const item &it, const tripoint &src, const tripoint &dest)
@ CMM_WALK
Definition: character.h:102
@ CMM_CROUCH
Definition: character.h:104
bool move_effects(bool attacking) override
Processes effects which may prevent the Character from moving (bear traps, crushed,...
Definition: character.cpp:1535
int swim_speed() const
Returns the player's speed for swimming across water tiles.
Definition: character.cpp:882
int oxygen
Definition: character.h:1530
void mutation_spend_resources(const trait_id &mut)
Removes the appropriate costs (NOTE: will reapply mods & recalc sightlines in case of newly activated...
Definition: mutation.cpp:1723
int shoe_type_count(const itype_id &it) const
Returns 1 if the player is wearing an item of that count on one foot, 2 if on both,...
Definition: character.cpp:8958
std::string get_name() const override
Definition: character.cpp:6107
void start_hauling(const tripoint &pos)
Definition: game.cpp:10952
cata::optional< tripoint > find_or_make_stairs(map &mp, int z_after, bool &rope_ladder, bool peeking)
Returns the other end of the stairs (if any).
Definition: game.cpp:10987
bool use_mech_power(int amt)
Definition: monster.cpp:2372
Character * mounted_player
Definition: monster.h:460
void set_underwater(bool)
Definition: player.cpp:516
static const efftype_id effect_tied("tied")
static const itype_id itype_manhole_cover("manhole_cover")
static const skill_id skill_melee("melee")
static cata::optional< tripoint > point_selection_menu(const std::vector< tripoint > &pts)
Definition: game.cpp:10491
static const itype_id itype_swim_fins("swim_fins")
static const trait_id trait_WEB_ROPE("WEB_ROPE")
ter_id t_rope_up
Definition: mapdata.cpp:719
ter_id t_manhole
Definition: mapdata.cpp:718
bool can_use_mutation_warn(const trait_id &mut, const Character &character)
Calls can_use_mutation and if it fails, print a standard message.
Definition: mutation.cpp:1712
void avatar_moves(const avatar &u, const map &m, const tripoint &p)
Definition: game.cpp:12610
int ladder(player *, item *, bool, const tripoint &)
Definition: iuse.cpp:9351
int climbing_cost(const map &m, const tripoint &from, const tripoint &to)
Checks both the neighborhoods of from and to for climbable surfaces, returns move cost of climbing fr...
point displace(type dir, int dist=1)
Returns point(0, 0) displaced in specified direction by a specified distance.
Definition: overmap.cpp:4177

References _, active_npc, add_msg(), all_monsters(), cata_event_dispatch::avatar_moves(), c, can_use_mutation_warn(), map_funcs::climbing_cost(), closest_points_first(), CMM_CROUCH, CMM_RUN, CMM_WALK, coming_to_stairs, map::creature_on_trap(), critter_tracker, debugmsg, Character::dex_cur, dice(), om_direction::displace(), effect_pet, effect_ridden, effect_tied, find_empty_spot_nearby(), find_or_make_stairs(), monster::friendly, g, get_levx(), get_levy(), get_levz(), Character::get_name(), monster::get_name(), Character::get_skill_level(), avatar::grab(), player::grab_point, map::has_flag(), monster::has_flag(), map::has_floor_or_support(), Character::has_trait(), map::has_zlevels(), map::invalidate_map_cache(), npc::is_enemy(), Character::is_hauling(), Character::is_mounted(), Creature::is_underwater(), itype_manhole_cover, itype_swim_fins, iuse::ladder(), map::load(), m, m_bad, m_good, m_info, m_warning, MF_RIDEABLE_MECH, Creature::mod_moves(), monstairz, Character::mounted_creature, monster::mounted_player, npc::move_away_from(), move_cost(), Character::move_effects(), Character::movement_mode_is(), Creature::moves, Character::mutation_spend_resources(), om_direction::name(), OBJECT_NONE, OVERMAP_HEIGHT, Character::oxygen, map::passable(), point_selection_menu(), map::points_in_radius(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), query_yn(), reload_npcs(), remove_zombie(), rl_dist(), rng(), player::set_underwater(), Character::setpos(), monster::setpos(), shift_monsters(), Character::shoe_type_count(), skill_dodge, skill_melee, sm_to_ms_copy(), map::spawn_item(), start_hauling(), Character::stop_hauling(), Character::str_cur, Character::swim_speed(), t_manhole, t_manhole_cover, t_rope_up, map::ter(), map::ter_set(), map::tername(), TFLAG_DEEP_WATER, trait_WEB_ROPE, tripoint_zero, u, map::unboard_vehicle(), update_map(), update_stair_monsters(), monster::use_mech_power(), vertical_move(), vertical_shift(), Character::worn_with_flag(), tripoint::x, tripoint::xy(), and tripoint::y.

Referenced by handle_action(), peek(), and vertical_move().

◆ vertical_notes()

void game::vertical_notes ( int  z_before,
int  z_after 
)

Add goes up/down auto_notes (if turned on)

Definition at line 11174 of file game.cpp.

11175{
11176 if( z_before == z_after || !get_option<bool>( "AUTO_NOTES" ) ||
11177 !get_option<bool>( "AUTO_NOTES_STAIRS" ) ) {
11178 return;
11179 }
11180
11181 if( !m.inbounds_z( z_before ) || !m.inbounds_z( z_after ) ) {
11182 debugmsg( "game::vertical_notes invalid arguments: z_before == %d, z_after == %d",
11183 z_before, z_after );
11184 return;
11185 }
11186 // Figure out where we know there are up/down connectors
11187 // Fill in all the tiles we know about (e.g. subway stations)
11188 static const int REVEAL_RADIUS = 40;
11189 for( const tripoint_abs_omt &p : points_in_radius( u.global_omt_location(), REVEAL_RADIUS ) ) {
11190 const tripoint_abs_omt cursp_before( p.xy(), z_before );
11191 const tripoint_abs_omt cursp_after( p.xy(), z_after );
11192
11193 if( !overmap_buffer.seen( cursp_before ) ) {
11194 continue;
11195 }
11196 if( overmap_buffer.has_note( cursp_after ) ) {
11197 // Already has a note -> never add an AUTO-note
11198 continue;
11199 }
11200 const oter_id &ter = overmap_buffer.ter( cursp_before );
11201 const oter_id &ter2 = overmap_buffer.ter( cursp_after );
11202 if( z_after > z_before && ter->has_flag( known_up ) &&
11203 !ter2->has_flag( known_down ) ) {
11204 overmap_buffer.set_seen( cursp_after, true );
11205 overmap_buffer.add_note( cursp_after, string_format( ">:W;%s", _( "AUTO: goes down" ) ) );
11206 } else if( z_after < z_before && ter->has_flag( known_down ) &&
11207 !ter2->has_flag( known_up ) ) {
11208 overmap_buffer.set_seen( cursp_after, true );
11209 overmap_buffer.add_note( cursp_after, string_format( "<:W;%s", _( "AUTO: goes up" ) ) );
11210 }
11211 }
11212}
bool inbounds_z(const int z) const
Definition: map.h:1665
void add_note(const tripoint_abs_omt &, const std::string &message)
@ known_up
Definition: omdata.h:87
@ known_down
Definition: omdata.h:86
bool has_flag(oter_flags flag) const
Definition: omdata.h:258

References _, overmapbuffer::add_note(), debugmsg, Character::global_omt_location(), oter_t::has_flag(), overmapbuffer::has_note(), map::inbounds_z(), known_down, known_up, m, overmap_buffer, points_in_radius(), overmapbuffer::seen(), overmapbuffer::set_seen(), string_format(), overmapbuffer::ter(), and u.

Referenced by vertical_shift().

◆ vertical_shift()

void game::vertical_shift ( int  z_after)

Actual z-level movement part of vertical_move.

Doesn't include stair finding, traps etc.

Definition at line 11137 of file game.cpp.

11138{
11139 if( z_after < -OVERMAP_DEPTH || z_after > OVERMAP_HEIGHT ) {
11140 debugmsg( "Tried to get z-level %d outside allowed range of %d-%d",
11141 z_after, -OVERMAP_DEPTH, OVERMAP_HEIGHT );
11142 return;
11143 }
11144
11145 // TODO: Implement dragging stuff up/down
11146 u.grab( OBJECT_NONE );
11147
11148 scent.reset();
11149
11150 u.setz( z_after );
11151 const int z_before = get_levz();
11152 if( !m.has_zlevels() ) {
11154 m.access_cache( z_before ).vehicle_list.clear();
11155 m.access_cache( z_before ).zone_vehicles.clear();
11156 m.access_cache( z_before ).map_memory_seen_cache.reset();
11157 m.set_transparency_cache_dirty( z_before );
11158 m.set_outside_cache_dirty( z_before );
11159 m.load( tripoint( get_levx(), get_levy(), z_after ), true );
11160 shift_monsters( tripoint( 0, 0, z_after - z_before ) );
11161 reload_npcs();
11162 } else {
11163 // Shift the map itself
11164 m.vertical_shift( z_after );
11165 }
11166
11167 m.spawn_monsters( true );
11168 // this may be required after a vertical shift if z-levels are not enabled
11169 // the critter is unloaded/loaded, and it needs to reconstruct its rider data after being reloaded.
11171 vertical_notes( z_before, z_after );
11172}
void setz(int z)
Definition: character.h:794
void vertical_notes(int z_before, int z_after)
Add goes up/down auto_notes (if turned on)
Definition: game.cpp:11174
void set_transparency_cache_dirty(const int zlev)
Sets a dirty flag on the a given cache.
Definition: map.h:406
void set_outside_cache_dirty(const int zlev)
Definition: map.h:443
void vertical_shift(int newz)
Moves the map vertically to (not by!) newz.
Definition: map.cpp:6864
std::set< vehicle * > zone_vehicles
Definition: map.h:359
std::set< vehicle * > vehicle_list
Definition: map.h:358

References map::access_cache(), map::clear_vehicle_cache(), debugmsg, get_levx(), get_levy(), get_levz(), avatar::grab(), map::has_zlevels(), map::load(), m, level_cache::map_memory_seen_cache, OBJECT_NONE, OVERMAP_DEPTH, OVERMAP_HEIGHT, reload_npcs(), scent_map::reset(), scent, map::set_outside_cache_dirty(), map::set_transparency_cache_dirty(), Character::setz(), shift_monsters(), map::spawn_monsters(), u, validate_mounted_npcs(), level_cache::vehicle_list, vertical_notes(), map::vertical_shift(), and level_cache::zone_vehicles.

Referenced by place_player(), and vertical_move().

◆ walk_move()

bool game::walk_move ( const tripoint dest,
bool  via_ramp = false 
)

TODO: This should really use the mounted creatures stamina, if mounted. Monsters don't currently have stamina however. For the time being just don't burn players stamina when mounted.

Dexterity decreases chance of tentacles getting stuck to the ground Intelligence decreases chance of tentacles getting stuck to the ground

Definition at line 9332 of file game.cpp.

9333{
9334 if( m.has_flag_ter( TFLAG_SMALL_PASSAGE, dest_loc ) ) {
9335 if( u.get_size() > MS_MEDIUM ) {
9336 add_msg( m_warning, _( "You can't fit there." ) );
9337 return false; // character too large to fit through a tight passage
9338 }
9339 if( u.is_mounted() ) {
9340 monster *mount = u.mounted_creature.get();
9341 if( mount->get_size() > MS_MEDIUM ) {
9342 add_msg( m_warning, _( "Your mount can't fit there." ) );
9343 return false; // char's mount is too large for tight passages
9344 }
9345 }
9346 }
9347
9348 if( u.is_mounted() ) {
9349 auto mons = u.mounted_creature.get();
9350 if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
9351 if( !mons->check_mech_powered() ) {
9352 add_msg( m_bad, _( "Your %s refuses to move as its batteries have been drained." ),
9353 mons->get_name() );
9354 return false;
9355 }
9356 }
9357 if( !mons->move_effects( false ) ) {
9358 add_msg( m_bad, _( "You cannot move as your %s isn't able to move." ), mons->get_name() );
9359 return false;
9360 }
9361 }
9362 const optional_vpart_position vp_here = m.veh_at( u.pos() );
9363 const optional_vpart_position vp_there = m.veh_at( dest_loc );
9364
9365 bool pushing = false; // moving -into- grabbed tile; skip check for move_cost > 0
9366 bool pulling = false; // moving -away- from grabbed tile; check for move_cost > 0
9367 bool shifting_furniture = false; // moving furniture and staying still; skip check for move_cost > 0
9368
9369 const tripoint furn_pos = u.pos() + u.grab_point;
9370 const tripoint furn_dest = dest_loc + u.grab_point;
9371
9372 bool grabbed = u.get_grab_type() != OBJECT_NONE;
9373 if( grabbed ) {
9374 const tripoint dp = dest_loc - u.pos();
9375 pushing = dp == u.grab_point;
9376 pulling = dp == -u.grab_point;
9377 }
9378 if( grabbed && dest_loc.z != u.posz() ) {
9379 add_msg( m_warning, _( "You let go of the grabbed object." ) );
9380 grabbed = false;
9381 u.grab( OBJECT_NONE );
9382 }
9383
9384 // Now make sure we're actually holding something
9385 const vehicle *grabbed_vehicle = nullptr;
9386 if( grabbed && u.get_grab_type() == OBJECT_FURNITURE ) {
9387 // We only care about shifting, because it's the only one that can change our destination
9388 if( m.has_furn( u.pos() + u.grab_point ) ) {
9389 shifting_furniture = !pushing && !pulling;
9390 } else {
9391 // We were grabbing a furniture that isn't there
9392 grabbed = false;
9393 }
9394 } else if( grabbed && u.get_grab_type() == OBJECT_VEHICLE ) {
9395 grabbed_vehicle = veh_pointer_or_null( m.veh_at( u.pos() + u.grab_point ) );
9396 if( grabbed_vehicle == nullptr ) {
9397 // We were grabbing a vehicle that isn't there anymore
9398 grabbed = false;
9399 }
9400 } else if( grabbed ) {
9401 // We were grabbing something WEIRD, let's pretend we weren't
9402 grabbed = false;
9403 }
9404 if( u.grab_point != tripoint_zero && !grabbed ) {
9405 add_msg( m_warning, _( "Can't find grabbed object." ) );
9406 u.grab( OBJECT_NONE );
9407 }
9408
9409 if( m.impassable( dest_loc ) && !pushing && !shifting_furniture ) {
9410 if( vp_there && u.mounted_creature && u.mounted_creature->has_flag( MF_RIDEABLE_MECH ) &&
9411 vp_there->vehicle().handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
9412 tripoint diff = dest_loc - u.pos();
9413 if( diff.x < 0 ) {
9414 diff.x -= 2;
9415 } else if( diff.x > 0 ) {
9416 diff.x += 2;
9417 }
9418 if( diff.y < 0 ) {
9419 diff.y -= 2;
9420 } else if( diff.y > 0 ) {
9421 diff.y += 2;
9422 }
9423 u.mounted_creature->shove_vehicle( dest_loc + diff.xy(),
9424 dest_loc );
9425 }
9426 return false;
9427 }
9428 if( vp_there && !vp_there->vehicle().handle_potential_theft( dynamic_cast<player &>( u ) ) ) {
9429 return false;
9430 }
9431 if( u.is_mounted() && !pushing && vp_there ) {
9432 add_msg( m_warning, _( "You cannot board a vehicle whilst riding." ) );
9433 return false;
9434 }
9435 u.set_underwater( false );
9436
9437 if( !shifting_furniture && !pushing && is_dangerous_tile( dest_loc ) ) {
9438 std::vector<std::string> harmful_stuff = get_dangerous_tile( dest_loc );
9439 if( get_option<std::string>( "DANGEROUS_TERRAIN_WARNING_PROMPT" ) == "ALWAYS" &&
9440 !prompt_dangerous_tile( dest_loc ) ) {
9441 return true;
9442 } else if( get_option<std::string>( "DANGEROUS_TERRAIN_WARNING_PROMPT" ) == "RUNNING" &&
9443 ( !u.movement_mode_is( CMM_RUN ) || !prompt_dangerous_tile( dest_loc ) ) ) {
9445 _( "Stepping into that %1$s looks risky. Run into it if you wish to enter anyway." ),
9446 enumerate_as_string( harmful_stuff ) );
9447 return true;
9448 } else if( get_option<std::string>( "DANGEROUS_TERRAIN_WARNING_PROMPT" ) == "CROUCHING" &&
9449 ( !u.movement_mode_is( CMM_CROUCH ) || !prompt_dangerous_tile( dest_loc ) ) ) {
9451 _( "Stepping into that %1$s looks risky. Crouch and move into it if you wish to enter anyway." ),
9452 enumerate_as_string( harmful_stuff ) );
9453 return true;
9454 } else if( get_option<std::string>( "DANGEROUS_TERRAIN_WARNING_PROMPT" ) == "NEVER" &&
9455 !u.movement_mode_is( CMM_RUN ) ) {
9457 _( "Stepping into that %1$s looks risky. Run into it if you wish to enter anyway." ),
9458 enumerate_as_string( harmful_stuff ) );
9459 return true;
9460 }
9461 }
9462 // Used to decide whether to print a 'moving is slow message
9463 const int mcost_from = m.move_cost( u.pos() ); //calculate this _before_ calling grabbed_move
9464
9465 int modifier = 0;
9466 if( grabbed && u.get_grab_type() == OBJECT_FURNITURE && u.pos() + u.grab_point == dest_loc ) {
9467 modifier = -m.furn( dest_loc ).obj().movecost;
9468 }
9469
9470 int multiplier = 1;
9471 if( u.is_on_ground() ) {
9472 multiplier *= 3;
9473 }
9474
9475 const int mcost = m.combined_movecost( u.pos(), dest_loc, grabbed_vehicle, modifier,
9476 via_ramp ) * multiplier;
9477 if( grabbed_move( dest_loc - u.pos() ) ) {
9478 return true;
9479 } else if( mcost == 0 ) {
9480 return false;
9481 }
9482 bool diag = trigdist && u.posx() != dest_loc.x && u.posy() != dest_loc.y;
9483 const int previous_moves = u.moves;
9484 if( u.is_mounted() ) {
9485 auto crit = u.mounted_creature.get();
9486 if( !crit->has_flag( MF_RIDEABLE_MECH ) &&
9487 ( m.has_flag_ter_or_furn( "MOUNTABLE", dest_loc ) ||
9488 m.has_flag_ter_or_furn( "BARRICADABLE_DOOR", dest_loc ) ||
9489 m.has_flag_ter_or_furn( "OPENCLOSE_INSIDE", dest_loc ) ||
9490 m.has_flag_ter_or_furn( "BARRICADABLE_DOOR_DAMAGED", dest_loc ) ||
9491 m.has_flag_ter_or_furn( "BARRICADABLE_DOOR_REINFORCED", dest_loc ) ) ) {
9492 add_msg( m_warning, _( "You cannot pass obstacles whilst mounted." ) );
9493 return false;
9494 }
9495 const double base_moves = u.run_cost( mcost, diag ) * 100.0 / crit->get_speed();
9496 const double encumb_moves = u.get_weight() / 4800.0_gram;
9497 u.moves -= static_cast<int>( std::ceil( base_moves + encumb_moves ) );
9498 if( u.movement_mode_is( CMM_WALK ) ) {
9499 crit->use_mech_power( -2 );
9500 } else if( u.movement_mode_is( CMM_CROUCH ) ) {
9501 crit->use_mech_power( -1 );
9502 } else if( u.movement_mode_is( CMM_RUN ) ) {
9503 crit->use_mech_power( -3 );
9504 }
9505 } else {
9506 u.moves -= u.run_cost( mcost, diag );
9507 /**
9508 TODO:
9509 This should really use the mounted creatures stamina, if mounted.
9510 Monsters don't currently have stamina however.
9511 For the time being just don't burn players stamina when mounted.
9512 */
9513 if( grabbed_vehicle == nullptr || grabbed_vehicle->wheelcache.empty() ) {
9514 //Burn normal amount of stamina if no vehicle grabbed or vehicle lacks wheels
9515 u.burn_move_stamina( previous_moves - u.moves );
9516 } else {
9517 //Burn half as much stamina if vehicle has wheels, without changing move time
9518 u.burn_move_stamina( 0.50 * ( previous_moves - u.moves ) );
9519 }
9520 }
9521 // Max out recoil & reset aim point
9524
9525 // Print a message if movement is slow
9526 const int mcost_to = m.move_cost( dest_loc ); //calculate this _after_ calling grabbed_move
9527 const bool fungus = m.has_flag_ter_or_furn( "FUNGUS", u.pos() ) ||
9528 m.has_flag_ter_or_furn( "FUNGUS",
9529 dest_loc ); //fungal furniture has no slowing effect on mycus characters
9530 const bool slowed = ( ( !u.has_trait( trait_PARKOUR ) && ( mcost_to > 2 || mcost_from > 2 ) ) ||
9531 mcost_to > 4 || mcost_from > 4 ) &&
9532 !( u.has_trait( trait_M_IMMUNE ) && fungus );
9533 if( slowed && !u.is_mounted() ) {
9534 // Unless u.pos() has a higher movecost than dest_loc, state that dest_loc is the cause
9535 if( mcost_to >= mcost_from ) {
9536 if( auto displayed_part = vp_there.part_displayed() ) {
9537 add_msg( m_warning, _( "Moving onto this %s is slow!" ),
9538 displayed_part->part().name() );
9539 sfx::do_obstacle( displayed_part->part().info().get_id().str() );
9540 } else {
9541 add_msg( m_warning, _( "Moving onto this %s is slow!" ), m.name( dest_loc ) );
9542 sfx::do_obstacle( m.ter( dest_loc ).id().str() );
9543 }
9544 } else {
9545 if( auto displayed_part = vp_here.part_displayed() ) {
9546 add_msg( m_warning, _( "Moving off of this %s is slow!" ),
9547 displayed_part->part().name() );
9548 sfx::do_obstacle( displayed_part->part().info().get_id().str() );
9549 } else {
9550 add_msg( m_warning, _( "Moving off of this %s is slow!" ), m.name( u.pos() ) );
9551 sfx::do_obstacle( m.ter( u.pos() ).id().str() );
9552 }
9553 }
9554 }
9555 if( !u.is_mounted() && u.has_trait( trait_id( "LEG_TENT_BRACE" ) ) &&
9556 ( !u.footwear_factor() ||
9557 ( u.footwear_factor() == .5 && one_in( 2 ) ) ) ) {
9558 // DX and IN are long suits for Cephalopods,
9559 // so this shouldn't cause too much hardship
9560 // Presumed that if it's swimmable, they're
9561 // swimming and won't stick
9562 ///\EFFECT_DEX decreases chance of tentacles getting stuck to the ground
9563
9564 ///\EFFECT_INT decreases chance of tentacles getting stuck to the ground
9565 if( !m.has_flag( "SWIMMABLE", dest_loc ) && one_in( 80 + u.dex_cur + u.int_cur ) ) {
9566 add_msg( _( "Your tentacles stick to the ground, but you pull them free." ) );
9567 u.mod_fatigue( 1 );
9568 }
9569 }
9570 if( !u.has_artifact_with( AEP_STEALTH ) && !u.has_trait( trait_id( "DEBUG_SILENT" ) ) ) {
9571 int volume = u.is_stealthy() ? 3 : 6;
9572 volume *= u.mutation_value( "noise_modifier" );
9573 if( volume > 0 ) {
9575 volume = 2;
9576 } else if( u.has_bionic( bionic_id( "bio_ankles" ) ) ) {
9577 volume = 12;
9578 }
9579 if( u.movement_mode_is( CMM_RUN ) ) {
9580 volume *= 1.5;
9581 } else if( u.movement_mode_is( CMM_CROUCH ) ) {
9582 volume /= 2;
9583 }
9584 if( u.is_mounted() ) {
9585 auto mons = u.mounted_creature.get();
9586 switch( mons->get_size() ) {
9587 case MS_TINY:
9588 volume = 0; // No sound for the tinies
9589 break;
9590 case MS_SMALL:
9591 volume /= 3;
9592 break;
9593 case MS_MEDIUM:
9594 break;
9595 case MS_LARGE:
9596 volume *= 1.5;
9597 break;
9598 case MS_HUGE:
9599 volume *= 2;
9600 break;
9601 default:
9602 break;
9603 }
9604 if( mons->has_flag( MF_LOUDMOVES ) ) {
9605 volume += 6;
9606 }
9607 sounds::sound( dest_loc, volume, sounds::sound_t::movement, mons->type->get_footsteps(), false,
9608 "none", "none" );
9609 } else {
9610 sounds::sound( dest_loc, volume, sounds::sound_t::movement, _( "footsteps" ), true,
9611 "none", "none" ); // Sound of footsteps may awaken nearby monsters
9612 }
9614 }
9615
9616 if( one_in( 20 ) && u.has_artifact_with( AEP_MOVEMENT_NOISE ) ) {
9617 sounds::sound( u.pos(), 40, sounds::sound_t::movement, _( "a rattling sound." ), true,
9618 "misc", "rattling" );
9619 }
9620 }
9621
9622 if( m.has_flag_ter_or_furn( TFLAG_HIDE_PLACE, dest_loc ) ) {
9623 add_msg( m_good, _( "You are hiding in the %s." ), m.name( dest_loc ) );
9624 }
9625
9626 if( dest_loc != u.pos() ) {
9628 }
9629
9630 tripoint oldpos = u.pos();
9631 point submap_shift = place_player( dest_loc );
9632 point ms_shift = sm_to_ms_copy( submap_shift );
9633 oldpos = oldpos - ms_shift;
9634
9635 if( pulling ) {
9636 const tripoint shifted_furn_pos = furn_pos - ms_shift;
9637 const tripoint shifted_furn_dest = furn_dest - ms_shift;
9638 const time_duration fire_age = m.get_field_age( shifted_furn_pos, fd_fire );
9639 const int fire_intensity = m.get_field_intensity( shifted_furn_pos, fd_fire );
9640 m.remove_field( shifted_furn_pos, fd_fire );
9641 m.set_field_intensity( shifted_furn_dest, fd_fire, fire_intensity );
9642 m.set_field_age( shifted_furn_dest, fd_fire, fire_age );
9643 }
9644
9645 if( u.is_hauling() ) {
9646 start_hauling( oldpos );
9647 }
9648
9650
9651 return true;
9652}
void burn_move_stamina(int moves)
Definition: character.cpp:7234
virtual bool has_artifact_with(art_effect_passive effect) const
Definition: character.cpp:3220
units::mass get_weight() const override
Returns body weight plus weight of inventory and worn/wielded items.
Definition: character.cpp:3664
bool is_on_ground() const override
Returns true if the player is knocked over or has broken legs.
Definition: character.cpp:962
float mutation_value(const std::string &val) const
Goes over all mutations, gets min and max of a value with given name.
Definition: character.cpp:6762
int run_cost(int base_cost, bool diag=false) const
Returns the player's modified base movement cost.
m_size get_size() const override
Get size class of character.
Definition: character.cpp:541
bool grabbed_move(const tripoint &dp)
Check for dangerous stuff at dest_loc, return false if the player decides not to step there.
Definition: game.cpp:10258
bool is_dangerous_tile(const tripoint &dest_loc) const
Definition: game.cpp:9261
const string_id< T > & id() const
Definition: ammo_effect.cpp:33
int combined_movecost(const tripoint &from, const tripoint &to, const vehicle *ignored_vehicle=nullptr, int modifier=0, bool flying=false, bool via_ramp=false) const
Cost to move out of one tile and into the next.
Definition: map.cpp:1833
m_size get_size() const override
Definition: monster.cpp:2672
cata::optional< vpart_reference > part_displayed() const
Definition: vehicle.cpp:2498
bool is_stealthy() const
Returns true if the player has stealthy movement.
cata::optional< tripoint > last_target_pos
Definition: player.h:618
@ MS_TINY
Definition: creature.h:58
@ MS_LARGE
Definition: creature.h:61
@ MS_MEDIUM
Definition: creature.h:60
static const itype_id itype_rm13_armor_on("rm13_armor_on")
static const trait_id trait_M_IMMUNE("M_IMMUNE")
@ TFLAG_SMALL_PASSAGE
Definition: mapdata.h:320
@ TFLAG_HIDE_PLACE
Definition: mapdata.h:315
@ MF_LOUDMOVES
Definition: mtype.h:175
void fungus(player &p, const tripoint &examp)
Remove furniture.
Definition: iexamine.cpp:2148
void do_obstacle(const std::string &obst="")
Definition: sounds.cpp:1635
void do_footstep()
Definition: sounds.cpp:1612

References _, add_msg(), AEP_MOVEMENT_NOISE, AEP_STEALTH, cata_event_dispatch::avatar_moves(), Character::burn_move_stamina(), CMM_CROUCH, CMM_RUN, CMM_WALK, map::combined_movecost(), Character::dex_cur, sfx::do_footstep(), sfx::do_obstacle(), enumerate_as_string(), fd_fire, Character::footwear_factor(), iexamine::fungus(), map::furn(), get_dangerous_tile(), map::get_field_age(), map::get_field_intensity(), avatar::get_grab_type(), Character::get_size(), monster::get_size(), Character::get_weight(), avatar::grab(), player::grab_point, grabbed_move(), Character::has_artifact_with(), Character::has_bionic(), map::has_flag(), map::has_flag_ter(), map::has_flag_ter_or_furn(), map::has_furn(), Character::has_trait(), int_id< T >::id(), map::impassable(), Character::int_cur, is_dangerous_tile(), Character::is_hauling(), Character::is_mounted(), Character::is_on_ground(), player::is_stealthy(), Character::is_wearing(), itype_rm13_armor_on, player::last_target_pos, m, m_bad, m_good, m_warning, MAX_RECOIL, MF_LOUDMOVES, MF_RIDEABLE_MECH, Character::mod_fatigue(), Character::mounted_creature, map::move_cost(), map_data_common_t::movecost, sounds::movement, Character::movement_mode_is(), Creature::moves, MS_HUGE, MS_LARGE, MS_MEDIUM, MS_SMALL, MS_TINY, Character::mutation_value(), map::name(), cata::nullopt, int_id< T >::obj(), OBJECT_FURNITURE, OBJECT_NONE, OBJECT_VEHICLE, on_move_effects(), one_in(), optional_vpart_position::part_displayed(), place_player(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), prompt_dangerous_tile(), Character::recoil, map::remove_field(), Character::run_cost(), map::set_field_age(), map::set_field_intensity(), player::set_underwater(), sm_to_ms_copy(), sounds::sound(), start_hauling(), string_id< T >::str(), map::ter(), TFLAG_HIDE_PLACE, TFLAG_SMALL_PASSAGE, trait_M_IMMUNE, trait_PARKOUR, trigdist, tripoint_zero, u, map::veh_at(), veh_pointer_or_null(), vehicle::wheelcache, tripoint::x, tripoint::xy(), tripoint::y, and tripoint::z.

Referenced by swap_critters().

◆ wield() [1/2]

void game::wield ( )
private

Definition at line 9121 of file game.cpp.

9122{
9124
9125 if( loc ) {
9126 wield( loc );
9127 } else {
9128 add_msg( _( "Never mind." ) );
9129 }
9130}
item_location wield(avatar &you)
Item wielding/unwielding menu.

References _, add_msg(), u, wield(), and game_menus::inv::wield().

Referenced by handle_action(), inventory_item_menu(), and wield().

◆ wield() [2/2]

void game::wield ( item_location loc)
private

Definition at line 9033 of file game.cpp.

9034{
9035 if( u.is_armed() ) {
9036 const bool is_unwielding = u.is_wielding( *loc );
9037 const auto ret = u.can_unwield( *loc );
9038
9039 if( !ret.success() ) {
9040 add_msg( m_info, "%s", ret.c_str() );
9041 }
9042
9043 u.unwield();
9044
9045 if( is_unwielding ) {
9046 if( !u.martial_arts_data->selected_is_none() ) {
9047 u.martial_arts_data->martialart_use_message( u );
9048 }
9049 return;
9050 }
9051 }
9052
9053 const auto ret = u.can_wield( *loc );
9054 if( !ret.success() ) {
9055 add_msg( m_info, "%s", ret.c_str() );
9056 }
9057
9058 // Need to do this here because holster_actor::use() checks if/where the item is worn
9059 item &target = *loc.get_item();
9060 if( target.get_use( "holster" ) && !target.contents.empty() ) {
9061 //~ %1$s: weapon name, %2$s: holster name
9062 if( query_yn( pgettext( "holster", "Draw %1$s from %2$s?" ), target.get_contained().tname(),
9063 target.tname() ) ) {
9064 u.invoke_item( &target );
9065 return;
9066 }
9067 }
9068
9069 // Can't use loc.obtain() here because that would cause things to spill.
9070 item to_wield = *loc.get_item();
9071 item_location::type location_type = loc.where();
9072 tripoint pos = loc.position();
9073 int worn_index = INT_MIN;
9074 if( u.is_worn( *loc.get_item() ) ) {
9075 auto ret = u.can_takeoff( *loc.get_item() );
9076 if( !ret.success() ) {
9077 add_msg( m_info, "%s", ret.c_str() );
9078 return;
9079 }
9080 int item_pos = u.get_item_position( loc.get_item() );
9081 if( item_pos != INT_MIN ) {
9082 worn_index = Character::worn_position_to_index( item_pos );
9083 }
9084 }
9085 loc.remove_item();
9086 if( !u.wield( to_wield ) ) {
9087 switch( location_type ) {
9089 // this will not cause things to spill, as it is inside another item
9090 loc = loc.obtain( g->u );
9091 wield( loc );
9092 break;
9094 if( worn_index != INT_MIN ) {
9095 auto it = u.worn.begin();
9096 std::advance( it, worn_index );
9097 u.worn.insert( it, to_wield );
9098 } else {
9099 u.i_add( to_wield );
9100 }
9101 break;
9103 m.add_item( pos, to_wield );
9104 break;
9106 const cata::optional<vpart_reference> vp = m.veh_at( pos ).part_with_feature( "CARGO", false );
9107 // If we fail to return the item to the vehicle for some reason, add it to the map instead.
9108 if( !vp || !( vp->vehicle().add_item( vp->part_index(), to_wield ) ) ) {
9109 m.add_item( pos, to_wield );
9110 }
9111 break;
9112 }
9114 debugmsg( "Failed wield from invalid item location" );
9115 break;
9116 }
9117 return;
9118 }
9119}
std::list< item > worn
Definition: character.h:1507
static int worn_position_to_index(int position)
Definition: character.h:1077
item & i_add(item it, bool should_stack=true)
Definition: character.cpp:2321
bool wield(item &target) override
Removes currently wielded item (if any) and replaces it with the target item.
Definition: avatar.cpp:1191
type where() const
Returns the type of location where the item is found.
void remove_item()
Removes the selected item from the game.
tripoint position() const
Returns the position where the item is found.
const item & get_contained() const
Return a contained item (if any and only one).
Definition: item.cpp:6884
item & add_item(const tripoint &p, item new_item)
Place an item on the map, despite the parameter name, this is not necessarily a new item.
Definition: map.cpp:4314
ret_val< bool > can_wield(const item &it) const
Check player capable of wielding an item.
Definition: player.cpp:2344
bool unwield()
Definition: player.cpp:2383

References map::add_item(), add_msg(), player::can_takeoff(), Character::can_unwield(), player::can_wield(), item_location::character, item_location::container, item::contents, debugmsg, item_contents::empty(), g, item::get_contained(), item_location::get_item(), Character::get_item_position(), item::get_use(), Character::i_add(), item_location::invalid, avatar::invoke_item(), Character::is_armed(), Character::is_wielding(), Character::is_worn(), m, m_info, item_location::map, Character::martial_arts_data, item_location::obtain(), optional_vpart_position::part_with_feature(), pgettext(), item_location::position(), query_yn(), item_location::remove_item(), cata::hash64_detail::ret, item::tname(), u, player::unwield(), map::veh_at(), item_location::vehicle, item_location::where(), wield(), avatar::wield(), Character::worn, and Character::worn_position_to_index().

◆ win()

void game::win ( )

Marks the game as won.

Doesn't end the game.

Definition at line 2749 of file game.cpp.

2750{
2751 win_screen();
2753 memorial().add(
2754 pgettext( "memorial_male", "Closed the portal in %1$.1f days (%2$d seconds)." ),
2755 pgettext( "memorial_female", "Closed the portal in %1$.1f days (%2$d seconds)." ),
2756 to_days<float>( game_duration ), to_seconds<int>( game_duration ) );
2757 if( !u.is_dead_state() ) {
2760 }
2761}
void win_screen()
Definition: game.cpp:2763
void add(const std::string &male_msg, const std::string &female_msg)
Adds an event to the memorial log, to be written to the memorial file when the character dies.
const time_point & start_of_game
Definition: calendar.cpp:34

References achievements_tracker_ptr, memorial_logger::add(), Messages::display_messages(), get_kill_tracker(), player::is_dead_state(), memorial(), pgettext(), show_scores_ui(), calendar::start_of_game, stats(), calendar::turn, u, and win_screen().

◆ win_screen()

void game::win_screen ( )
private

Definition at line 2763 of file game.cpp.

2764{
2765 // TODO: Move this wall somewhere
2767 std::string msg = _( "You managed to close the portal and end the invasion!" );
2768 msg += '\n';
2769 if( u.is_dead_state() ) {
2771 "Unfortunately, you had to sacrifice your life to achieve this." );
2772 msg += colorize( t, c_red ) + '\n';
2773 memorial().add(
2774 pgettext( "memorial_male", "Sacrificed his life to close the portal." ),
2775 pgettext( "memorial_female", "Sacrificed her life to close the portal." ) );
2776 } else {
2777 translation t = translation::to_translation( "win_game", "You managed to survive the ordeal." );
2778 msg += colorize( t, c_green ) + '\n';
2779 memorial().add(
2780 pgettext( "memorial_male", "Safely closed the portal." ),
2781 pgettext( "memorial_female", "Safely closed the portal." ) );
2782 }
2783 msg += string_format( _( "It took you %1$.1f days (%2$d seconds)." ),
2784 to_days<float>( game_duration ), to_seconds<int>( game_duration ) );
2785 // TODO: Print starting stats, traits, skills, all mods ever used, easiest of settings
2786 popup( msg );
2787}
Class for storing translation context and raw string for deferred translation.
Definition: translations.h:152
static translation to_translation(const std::string &raw)
Store a string, an optional plural form, and an optional context for translation.
std::string colorize(const std::string &text, const nc_color &color)
Definition: color.cpp:669

References _, memorial_logger::add(), c_green, c_red, colorize(), player::is_dead_state(), memorial(), pgettext(), popup(), calendar::start_of_game, string_format(), translation::to_translation(), calendar::turn, and u.

Referenced by win().

◆ write_memorial_file()

void game::write_memorial_file ( const std::string &  filename,
std::string  sLastWords 
)

Writes information about the character out to a text file timestamped with the time of the file was made.

This serves as a record of the character's state at the time the memorial was made (usually upon death) and accomplishments in a human-readable format.

Definition at line 3152 of file game.cpp.

3153{
3154 const std::string &memorial_dir = PATH_INFO::memorialdir();
3155 const std::string &memorial_active_world_dir = memorial_dir +
3156 world_generator->active_world->world_name + "/";
3157
3158 //Check if both dirs exist. Nested assure_dir_exist fails if the first dir of the nested dir does not exist.
3159 if( !assure_dir_exist( memorial_dir ) ) {
3160 debugmsg( "Could not make '%s' directory", memorial_dir );
3161 return;
3162 }
3163
3164 if( !assure_dir_exist( memorial_active_world_dir ) ) {
3165 debugmsg( "Could not make '%s' directory", memorial_active_world_dir );
3166 return;
3167 }
3168
3169 std::string path = memorial_active_world_dir + filename + ".txt";
3170
3171 write_to_file( path, [&]( std::ostream & fout ) {
3172 memorial().write( fout, sLastWords );
3173 }, _( "player memorial" ) );
3174}
void write(std::ostream &memorial_file, const std::string &epitaph) const
std::string memorialdir()
Definition: path_info.cpp:226

References _, assure_dir_exist(), debugmsg, memorial(), PATH_INFO::memorialdir(), world_generator, memorial_logger::write(), and write_to_file().

Referenced by cleanup_at_end().

◆ zones_manager()

void game::zones_manager ( )

Definition at line 6386 of file game.cpp.

6387{
6388 const tripoint stored_view_offset = u.view_offset;
6389
6391
6392 const int zone_ui_height = 12;
6393 const int zone_options_height = 7;
6394
6395 const int width = 45;
6396
6397 int offsetX = 0;
6398 int max_rows = 0;
6399
6400 catacurses::window w_zones;
6401 catacurses::window w_zones_border;
6402 catacurses::window w_zones_info;
6403 catacurses::window w_zones_info_border;
6404 catacurses::window w_zones_options;
6405
6406 bool show = true;
6407
6408 ui_adaptor ui;
6409 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
6410 if( !show ) {
6411 ui.position( point_zero, point_zero );
6412 return;
6413 }
6414 offsetX = get_option<std::string>( "SIDEBAR_POSITION" ) != "left" ?
6415 TERMX - width : 0;
6416 const int w_zone_height = TERMY - zone_ui_height;
6417 max_rows = w_zone_height - 2;
6418 w_zones = catacurses::newwin( w_zone_height - 2, width - 2,
6419 point( offsetX + 1, 1 ) );
6420 w_zones_border = catacurses::newwin( w_zone_height, width,
6421 point( offsetX, 0 ) );
6422 w_zones_info = catacurses::newwin( zone_ui_height - zone_options_height - 1,
6423 width - 2, point( offsetX + 1, w_zone_height ) );
6424 w_zones_info_border = catacurses::newwin( zone_ui_height, width,
6425 point( offsetX, w_zone_height ) );
6426 w_zones_options = catacurses::newwin( zone_options_height - 1, width - 2,
6427 point( offsetX + 1, TERMY - zone_options_height ) );
6428
6429 ui.position( point( offsetX, 0 ), point( width, TERMY ) );
6430 } );
6431 ui.mark_resize();
6432
6433 std::string action;
6434 input_context ctxt( "ZONES_MANAGER" );
6435 ctxt.register_cardinal();
6436 ctxt.register_action( "CONFIRM" );
6437 ctxt.register_action( "QUIT" );
6438 ctxt.register_action( "ADD_ZONE" );
6439 ctxt.register_action( "REMOVE_ZONE" );
6440 ctxt.register_action( "MOVE_ZONE_UP" );
6441 ctxt.register_action( "MOVE_ZONE_DOWN" );
6442 ctxt.register_action( "SHOW_ZONE_ON_MAP" );
6443 ctxt.register_action( "ENABLE_ZONE" );
6444 ctxt.register_action( "DISABLE_ZONE" );
6445 ctxt.register_action( "SHOW_ALL_ZONES" );
6446 ctxt.register_action( "HELP_KEYBINDINGS" );
6447
6448 auto &mgr = zone_manager::get_manager();
6449 int start_index = 0;
6450 int active_index = 0;
6451 bool blink = false;
6452 bool stuff_changed = false;
6453 bool show_all_zones = false;
6454 int zone_cnt = 0;
6455
6456 // get zones on the same z-level, with distance between player and
6457 // zone center point <= 50 or all zones, if show_all_zones is true
6458 auto get_zones = [&]() {
6459 std::vector<zone_manager::ref_zone_data> zones;
6460 if( show_all_zones ) {
6461 zones = mgr.get_zones();
6462 } else {
6463 const tripoint &u_abs_pos = m.getabs( u.pos() );
6464 for( zone_manager::ref_zone_data &ref : mgr.get_zones() ) {
6465 const tripoint &zone_abs_pos = ref.get().get_center_point();
6466 if( u_abs_pos.z == zone_abs_pos.z && rl_dist( u_abs_pos, zone_abs_pos ) <= 50 ) {
6467 zones.emplace_back( ref );
6468 }
6469 }
6470 }
6471 zone_cnt = static_cast<int>( zones.size() );
6472 return zones;
6473 };
6474
6475 auto zones = get_zones();
6476
6477 auto zones_manager_options = [&]() {
6478 werase( w_zones_options );
6479
6480 if( zone_cnt > 0 ) {
6481 const auto &zone = zones[active_index].get();
6482
6483 if( zone.has_options() ) {
6484 const auto &descriptions = zone.get_options().get_descriptions();
6485
6486 // NOLINTNEXTLINE(cata-use-named-point-constants)
6487 mvwprintz( w_zones_options, point( 1, 0 ), c_white, _( "Options" ) );
6488
6489 int y = 1;
6490 for( const auto &desc : descriptions ) {
6491 mvwprintz( w_zones_options, point( 3, y ), c_white, desc.first );
6492 mvwprintz( w_zones_options, point( 20, y ), c_white, desc.second );
6493 y++;
6494 }
6495 }
6496 }
6497
6498 wnoutrefresh( w_zones_options );
6499 };
6500
6501 cata::optional<tripoint> zone_start;
6502 cata::optional<tripoint> zone_end;
6503 bool zone_blink = false;
6504 bool zone_cursor = false;
6506 zone_start, zone_end, zone_blink, zone_cursor );
6507 add_draw_callback( zone_cb );
6508
6509 auto query_position =
6510 [&]() -> cata::optional<std::pair<tripoint, tripoint>> {
6511 on_out_of_scope invalidate_current_ui( [&]()
6512 {
6513 ui.mark_resize();
6514 } );
6515 restore_on_out_of_scope<bool> show_prev( show );
6516 restore_on_out_of_scope<cata::optional<tripoint>> zone_start_prev( zone_start );
6517 restore_on_out_of_scope<cata::optional<tripoint>> zone_end_prev( zone_end );
6518 show = false;
6519 zone_start = cata::nullopt;
6520 zone_end = cata::nullopt;
6521 ui.mark_resize();
6522
6524 popup.on_top( true );
6525 popup.message( "%s", _( "Select first point." ) );
6526
6528
6529 const look_around_result first = look_around( /*show_window=*/false, center, center, false, true,
6530 false );
6531 if( first.position )
6532 {
6533 popup.message( "%s", _( "Select second point." ) );
6534
6535 const look_around_result second = look_around( /*show_window=*/false, center, *first.position,
6536 true, true, false );
6537 if( second.position ) {
6538 tripoint first_abs = m.getabs( tripoint( std::min( first.position->x,
6539 second.position->x ),
6540 std::min( first.position->y, second.position->y ),
6541 std::min( first.position->z,
6542 second.position->z ) ) );
6543 tripoint second_abs = m.getabs( tripoint( std::max( first.position->x,
6544 second.position->x ),
6545 std::max( first.position->y, second.position->y ),
6546 std::max( first.position->z,
6547 second.position->z ) ) );
6548 return std::pair<tripoint, tripoint>( first_abs, second_abs );
6549 }
6550 }
6551
6552 return cata::nullopt;
6553 };
6554
6555 ui.on_redraw( [&]( const ui_adaptor & ) {
6556 if( !show ) {
6557 return;
6558 }
6559 zones_manager_draw_borders( w_zones_border, w_zones_info_border, zone_ui_height, width );
6560 zones_manager_shortcuts( w_zones_info );
6561
6562 if( zone_cnt == 0 ) {
6563 werase( w_zones );
6564 mvwprintz( w_zones, point( 2, 5 ), c_white, _( "No Zones defined." ) );
6565
6566 } else {
6567 werase( w_zones );
6568
6569 calcStartPos( start_index, active_index, max_rows, zone_cnt );
6570
6571 draw_scrollbar( w_zones_border, active_index, max_rows, zone_cnt, point_south );
6572 wnoutrefresh( w_zones_border );
6573
6574 int iNum = 0;
6575
6576 tripoint player_absolute_pos = m.getabs( u.pos() );
6577
6578 //Display saved zones
6579 for( auto &i : zones ) {
6580 if( iNum >= start_index &&
6581 iNum < start_index + ( ( max_rows > zone_cnt ) ? zone_cnt : max_rows ) ) {
6582 const auto &zone = i.get();
6583
6584 nc_color colorLine = ( zone.get_enabled() ) ? c_white : c_light_gray;
6585
6586 if( iNum == active_index ) {
6587 mvwprintz( w_zones, point( 0, iNum - start_index ), c_yellow, "%s", ">>" );
6588 colorLine = ( zone.get_enabled() ) ? c_light_green : c_green;
6589 }
6590
6591 //Draw Zone name
6592 mvwprintz( w_zones, point( 3, iNum - start_index ), colorLine,
6593 trim_by_length( zone.get_name(), 15 ) );
6594
6595 //Draw Type name
6596 mvwprintz( w_zones, point( 20, iNum - start_index ), colorLine,
6597 mgr.get_name_from_type( zone.get_type() ) );
6598
6599 tripoint center = zone.get_center_point();
6600
6601 //Draw direction + distance
6602 mvwprintz( w_zones, point( 32, iNum - start_index ), colorLine, "%*d %s",
6603 5, static_cast<int>( trig_dist( player_absolute_pos, center ) ),
6604 direction_name_short( direction_from( player_absolute_pos,
6605 center ) ) );
6606
6607 //Draw Vehicle Indicator
6608 mvwprintz( w_zones, point( 41, iNum - start_index ), colorLine,
6609 zone.get_is_vehicle() ? "*" : "" );
6610 }
6611 iNum++;
6612 }
6613
6614 // Display zone options
6615 zones_manager_options();
6616 }
6617
6618 wnoutrefresh( w_zones );
6619 } );
6620
6621 zones_manager_open = true;
6622 do {
6623 if( action == "ADD_ZONE" ) {
6624 do { // not a loop, just for quick bailing out if canceled
6625 const auto maybe_id = mgr.query_type();
6626 if( !maybe_id.has_value() ) {
6627 break;
6628 }
6629
6630 const zone_type_id &id = maybe_id.value();
6631 auto options = zone_options::create( id );
6632
6633 if( !options->query_at_creation() ) {
6634 break;
6635 }
6636
6637 auto default_name = options->get_zone_name_suggestion();
6638 if( default_name.empty() ) {
6639 default_name = mgr.get_name_from_type( id );
6640 }
6641 const auto maybe_name = mgr.query_name( default_name );
6642 if( !maybe_name.has_value() ) {
6643 break;
6644 }
6645 const std::string &name = maybe_name.value();
6646
6647 const auto position = query_position();
6648 if( !position ) {
6649 break;
6650 }
6651
6652 mgr.add( name, id, g->u.get_faction()->id, false, true, position->first,
6653 position->second, options );
6654
6655 zones = get_zones();
6656 active_index = zone_cnt - 1;
6657
6658 stuff_changed = true;
6659 } while( false );
6660
6661 blink = false;
6662 } else if( action == "SHOW_ALL_ZONES" ) {
6663 show_all_zones = !show_all_zones;
6664 zones = get_zones();
6665 active_index = 0;
6666 } else if( zone_cnt > 0 ) {
6667 if( action == "UP" ) {
6668 active_index--;
6669 if( active_index < 0 ) {
6670 active_index = zone_cnt - 1;
6671 }
6672 blink = false;
6673 } else if( action == "DOWN" ) {
6674 active_index++;
6675 if( active_index >= zone_cnt ) {
6676 active_index = 0;
6677 }
6678 blink = false;
6679 } else if( action == "REMOVE_ZONE" ) {
6680 if( active_index < zone_cnt ) {
6681 mgr.remove( zones[active_index] );
6682 zones = get_zones();
6683 active_index--;
6684
6685 if( active_index < 0 ) {
6686 active_index = 0;
6687 }
6688 }
6689 blink = false;
6690 stuff_changed = true;
6691
6692 } else if( action == "CONFIRM" ) {
6693 auto &zone = zones[active_index].get();
6694
6695 uilist as_m;
6696 as_m.text = _( "What do you want to change:" );
6697 as_m.entries.emplace_back( 1, true, '1', _( "Edit name" ) );
6698 as_m.entries.emplace_back( 2, true, '2', _( "Edit type" ) );
6699 as_m.entries.emplace_back( 3, zone.get_options().has_options(), '3',
6700 zone.get_type() == zone_type_id( "LOOT_CUSTOM" ) ? _( "Edit filter" ) : _( "Edit options" ) );
6701 as_m.entries.emplace_back( 4, !zone.get_is_vehicle(), '4', _( "Edit position" ) );
6702 // TODO: Enable moving vzone after vehicle zone can be bigger than 1*1
6703 as_m.entries.emplace_back( 5, !zone.get_is_vehicle(), '5', _( "Move position" ) );
6704 as_m.query();
6705
6706 switch( as_m.ret ) {
6707 case 1:
6708 if( zone.set_name() ) {
6709 stuff_changed = true;
6710 }
6711 break;
6712 case 2:
6713 if( zone.set_type() ) {
6714 stuff_changed = true;
6715 }
6716 break;
6717 case 3:
6718 if( zone.get_options().query() ) {
6719 stuff_changed = true;
6720 }
6721 break;
6722 case 4: {
6723 const auto pos = query_position();
6724 if( pos && ( pos->first != zone.get_start_point() ||
6725 pos->second != zone.get_end_point() ) ) {
6726 zone.set_position( *pos );
6727 stuff_changed = true;
6728 }
6729 break;
6730 }
6731 case 5: {
6732 on_out_of_scope invalidate_current_ui( [&]() {
6733 ui.mark_resize();
6734 } );
6735 restore_on_out_of_scope<bool> show_prev( show );
6736 restore_on_out_of_scope<cata::optional<tripoint>> zone_start_prev( zone_start );
6737 restore_on_out_of_scope<cata::optional<tripoint>> zone_end_prev( zone_end );
6738 show = false;
6739 zone_start = cata::nullopt;
6740 zone_end = cata::nullopt;
6741 ui.mark_resize();
6742 static_popup message_pop;
6743 message_pop.on_top( true );
6744 message_pop.message( "%s", _( "Moving zone." ) );
6745 const auto zone_local_start_point = m.getlocal( zone.get_start_point() );
6746 const auto zone_local_end_point = m.getlocal( zone.get_end_point() );
6747 // local position of the zone center, used to calculate the u.view_offset,
6748 // could center the screen to the position it represents
6749 auto view_center = m.getlocal( zone.get_center_point() );
6750 const look_around_result result_local = look_around( false, view_center,
6751 zone_local_start_point, false, false,
6752 false, true, zone_local_end_point );
6753 if( result_local.position ) {
6754 const auto new_start_point = m.getabs( *result_local.position );
6755 if( new_start_point == zone.get_start_point() ) {
6756 break; // Nothing changed, don't save
6757 }
6758
6759 const auto new_end_point = zone.get_end_point() - zone.get_start_point() + new_start_point;
6760 zone.set_position( std::pair<tripoint, tripoint>( new_start_point, new_end_point ) );
6761 stuff_changed = true;
6762 }
6763 }
6764 break;
6765 default:
6766 break;
6767 }
6768
6769 blink = false;
6770 } else if( action == "MOVE_ZONE_UP" && zone_cnt > 1 ) {
6771 if( active_index < zone_cnt - 1 ) {
6772 mgr.swap( zones[active_index], zones[active_index + 1] );
6773 zones = get_zones();
6774 active_index++;
6775 }
6776 blink = false;
6777 stuff_changed = true;
6778
6779 } else if( action == "MOVE_ZONE_DOWN" && zone_cnt > 1 ) {
6780 if( active_index > 0 ) {
6781 mgr.swap( zones[active_index], zones[active_index - 1] );
6782 zones = get_zones();
6783 active_index--;
6784 }
6785 blink = false;
6786 stuff_changed = true;
6787
6788 } else if( action == "SHOW_ZONE_ON_MAP" ) {
6789 //show zone position on overmap;
6790 tripoint_abs_omt player_overmap_position = u.global_omt_location();
6791 // TODO: fix point types
6792 tripoint_abs_omt zone_overmap( ms_to_omt_copy( zones[active_index].get().get_center_point() ) );
6793
6794 ui::omap::display_zones( player_overmap_position, zone_overmap, active_index );
6795 } else if( action == "ENABLE_ZONE" ) {
6796 zones[active_index].get().set_enabled( true );
6797
6798 stuff_changed = true;
6799
6800 } else if( action == "DISABLE_ZONE" ) {
6801 zones[active_index].get().set_enabled( false );
6802
6803 stuff_changed = true;
6804 }
6805 }
6806
6807 if( zone_cnt > 0 ) {
6808 blink = !blink;
6809 const auto &zone = zones[active_index].get();
6810 zone_start = m.getlocal( zone.get_start_point() );
6811 zone_end = m.getlocal( zone.get_end_point() );
6812 ctxt.set_timeout( BLINK_SPEED );
6813 } else {
6814 blink = false;
6815 zone_start = zone_end = cata::nullopt;
6816 ctxt.reset_timeout();
6817 }
6818
6819 // Actually accessed from the terrain overlay callback `zone_cb` in the
6820 // call to `ui_manager::redraw`.
6821 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
6822 zone_blink = blink;
6824
6826
6827 //Wait for input
6828 action = ctxt.handle_input();
6829 } while( action != "QUIT" );
6830 zones_manager_open = false;
6831 ctxt.reset_timeout();
6832 zone_cb = nullptr;
6833
6834 if( stuff_changed ) {
6835 auto &zones = zone_manager::get_manager();
6836 if( query_yn( _( "Save changes?" ) ) ) {
6837 zones.save_zones();
6838 } else {
6839 zones.load_zones();
6840 }
6841
6842 zones.cache_data();
6843 }
6844
6845 u.view_offset = stored_view_offset;
6846}
query_popup & on_top(bool top)
Whether to show the popup on the top of the screen.
Definition: popup.cpp:59
std::reference_wrapper< zone_data > ref_zone_data
Definition: clzones.h:345
static shared_ptr_fast< zone_options > create(const zone_type_id &type)
Definition: clzones.cpp:185
int trig_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:512
static void zones_manager_shortcuts(const catacurses::window &w_info)
Definition: game.cpp:6321
static void zones_manager_draw_borders(const catacurses::window &w_border, const catacurses::window &w_info_border, const int iInfoHeight, const int width)
Definition: game.cpp:6344
std::string options()
Definition: path_info.cpp:238
const std::set< itype_id > & get()
void display_zones(const tripoint_abs_omt &center, const tripoint_abs_omt &select, int iZoneIndex)
Display overmap like with display() and display the given zone.
std::string trim_by_length(const std::string &text, int width)
Definition: output.cpp:224
cata::optional< tripoint > position
Definition: game.h:127

References _, action, add_draw_callback(), BLINK_SPEED, c_green, c_light_gray, c_light_green, c_white, c_yellow, calcStartPos(), center, zone_options::create(), create_zone_callback(), direction_from(), direction_name_short(), ui::omap::display_zones(), draw_scrollbar(), uilist::entries, g, charge_removal_blacklist::get(), zone_manager::get_manager(), map::getabs(), map::getlocal(), Character::global_omt_location(), input_context::handle_input(), invalidate_main_ui_adaptor(), look_around(), m, query_popup::message(), ms_to_omt_copy(), mvwprintz(), om_direction::name(), catacurses::newwin(), cata::nullopt, query_popup::on_top(), PATH_INFO::options(), point_south, point_zero, popup(), Character::pos(), look_around_result::position, uilist::query(), query_yn(), ui_manager::redraw(), input_context::register_action(), input_context::register_cardinal(), input_context::reset_timeout(), uilist::ret, rl_dist(), second, input_context::set_timeout(), TERMX, TERMY, uilist::text, trig_dist(), trim_by_length(), tripoint_zero, u, player::view_offset, catacurses::werase(), catacurses::wnoutrefresh(), tripoint::z, zones_manager_draw_borders(), zones_manager_open, and zones_manager_shortcuts().

Referenced by handle_action().

◆ zoom_in()

void game::zoom_in ( )

Definition at line 7340 of file game.cpp.

7341{
7342#if defined(TILES)
7343 if( tileset_zoom == 64 ) {
7344 tileset_zoom = MAXIMUM_ZOOM_LEVEL;
7345 } else {
7347 }
7348 rescale_tileset( tileset_zoom );
7349#endif
7350}

References tileset_zoom.

Referenced by handle_action(), and look_around().

◆ zoom_out()

void game::zoom_out ( )

Definition at line 7328 of file game.cpp.

7329{
7330#if defined(TILES)
7331 if( tileset_zoom > MAXIMUM_ZOOM_LEVEL ) {
7333 } else {
7334 tileset_zoom = 64;
7335 }
7336 rescale_tileset( tileset_zoom );
7337#endif
7338}

References tileset_zoom.

Referenced by handle_action(), and look_around().

Friends And Related Function Documentation

◆ advanced_inventory

friend class advanced_inventory
friend

Definition at line 146 of file game.h.

◆ Creature_range

friend class Creature_range
friend

Definition at line 360 of file game.h.

Referenced by all_creatures().

◆ editmap

friend class editmap
friend

Definition at line 145 of file game.h.

◆ get_avatar

avatar & get_avatar ( )
friend

Definition at line 102 of file avatar.cpp.

103{
104 return g->u;
105}

Referenced by butcher_submenu().

◆ get_distribution_grid_tracker

distribution_grid_tracker & get_distribution_grid_tracker ( )
friend

Returns distribution grid tracker that is a part of the global game *g.

game TODO: This wouldn't be required in an ideal world

Definition at line 12626 of file game.cpp.

12627{
12628 return *g->grid_tracker_ptr;
12629}

◆ get_map

map & get_map ( )
friend

Definition at line 142 of file map.cpp.

143{
144 return g->m;
145}

Referenced by check_art_charge_req(), extended_description(), find_empty_spot_nearby(), get_fire_fuel_string(), and print_terrain_info().

◆ get_player_character

Character & get_player_character ( )
friend

Definition at line 387 of file character.cpp.

388{
389 return g->u;
390}

◆ get_weather

weather_manager & get_weather ( )
friend

Definition at line 64 of file weather.cpp.

65{
66 return *g->weather_manager_ptr;
67}

Referenced by do_turn(), get_player_input(), is_in_sunlight(), load(), natural_light_level(), place_player_overmap(), serialize_master(), setup(), start_game(), and unserialize_master().

◆ main_menu

friend class main_menu
friend

Definition at line 147 of file game.h.

◆ monster_range

friend class monster_range
friend

Definition at line 359 of file game.h.

Referenced by all_monsters().

Member Data Documentation

◆ achievements_tracker_ptr

pimpl<achievements_tracker> game::achievements_tracker_ptr
private

Definition at line 1003 of file game.h.

Referenced by death_screen(), game(), handle_action(), serialize(), setup(), unserialize(), and win().

◆ active_npc

◆ auto_travel_mode

bool game::auto_travel_mode = false

Definition at line 1066 of file game.h.

Referenced by handle_action(), serialize(), and unserialize().

◆ bVMonsterLookFire

bool game::bVMonsterLookFire = false
private

Definition at line 1083 of file game.h.

Referenced by list_monsters(), look_around(), and setup().

◆ coming_to_stairs

std::vector<monster> game::coming_to_stairs

◆ critter_died

bool game::critter_died = false
private

Has anything died in this turn and needs to be cleaned up?

Definition at line 1097 of file game.h.

Referenced by cleanup_dead(), and set_critter_died().

◆ critter_tracker

◆ debug_hour_timer

◆ debug_pathfinding

bool game::debug_pathfinding = false

Definition at line 1047 of file game.h.

◆ debug_submap_grid_overlay

bool game::debug_submap_grid_overlay = false

Definition at line 1048 of file game.h.

◆ destination_preview

std::vector<tripoint> game::destination_preview
private

◆ displaying_lighting_condition

int game::displaying_lighting_condition = 0

Type of lighting condition overlay to display.

Definition at line 1060 of file game.h.

◆ displaying_overlays

cata::optional<action_id> game::displaying_overlays
private

Definition at line 967 of file game.h.

Referenced by display_overlay_state(), and display_toggle_overlay().

◆ displaying_visibility_creature

Creature* game::displaying_visibility_creature

Creature for which to display the visibility map.

Definition at line 1058 of file game.h.

Referenced by display_visibility().

◆ draw_callbacks

std::vector<weak_ptr_fast<draw_callback_t> > game::draw_callbacks
private

Definition at line 251 of file game.h.

Referenced by add_draw_callback(), and draw().

◆ driving_view_offset

point game::driving_view_offset

Definition at line 1045 of file game.h.

Referenced by calc_driving_offset(), do_turn(), handle_action(), and set_driving_view_offset().

◆ event_bus_ptr

pimpl<event_bus> game::event_bus_ptr
private

Definition at line 1001 of file game.h.

Referenced by events().

◆ faction_manager_ptr

◆ first_redraw_since_waiting_started

bool game::first_redraw_since_waiting_started = true
private

Is this the first redraw since waiting (sleeping or activity) started.

Definition at line 1099 of file game.h.

Referenced by do_turn(), and game().

◆ follower_ids

std::set<character_id> game::follower_ids
private

◆ fullscreen

bool game::fullscreen = false

◆ gamemode

std::unique_ptr<special_game> game::gamemode
private

◆ grid_tracker_ptr

pimpl<distribution_grid_tracker> game::grid_tracker_ptr
private

Definition at line 1007 of file game.h.

Referenced by do_turn(), load_map(), on_options_changed(), and update_map().

◆ is_looking

bool game::is_looking = false
private

Definition at line 250 of file game.h.

Referenced by draw_ter(), and look_around().

◆ kill_tracker_ptr

pimpl<kill_tracker> game::kill_tracker_ptr
private

Definition at line 1004 of file game.h.

Referenced by game(), get_kill_tracker(), serialize(), setup(), and unserialize().

◆ last_mouse_edge_scroll

std::chrono::time_point<std::chrono::steady_clock> game::last_mouse_edge_scroll
private

Definition at line 1116 of file game.h.

Referenced by mouse_edge_scrolling().

◆ last_mouse_edge_scroll_vector_overmap

tripoint game::last_mouse_edge_scroll_vector_overmap
private

Definition at line 1118 of file game.h.

Referenced by mouse_edge_scrolling_overmap(), and mouse_edge_scrolling_terrain().

◆ last_mouse_edge_scroll_vector_terrain

tripoint game::last_mouse_edge_scroll_vector_terrain
private

Definition at line 1117 of file game.h.

Referenced by mouse_edge_scrolling_overmap(), and mouse_edge_scrolling_terrain().

◆ last_save_timestamp

time_t game::last_save_timestamp
private

Definition at line 1089 of file game.h.

Referenced by autosave(), init_autosave(), and quicksave().

◆ latest_lightlevels

std::array<float, OVERMAP_LAYERS> game::latest_lightlevels
mutableprivate

Definition at line 1090 of file game.h.

Referenced by natural_light_level(), and reset_light_level().

◆ list_item_downvote

std::string game::list_item_downvote
private

Definition at line 1080 of file game.h.

Referenced by list_items().

◆ list_item_upvote

std::string game::list_item_upvote
private

Definition at line 1079 of file game.h.

Referenced by list_items().

◆ liveview

live_view& game::liveview
private

Definition at line 998 of file game.h.

Referenced by draw_look_around_cursor(), and handle_mouseview().

◆ liveview_ptr

pimpl<live_view> game::liveview_ptr
private

Definition at line 997 of file game.h.

◆ m

map& game::m

Definition at line 1011 of file game.h.

Referenced by autopilot_vehicles(), cata_event_dispatch::avatar_moves(), butcher(), catch_a_monster(), check_near_zone(), check_zone(), control_vehicle(), disable_robot(), disp_NPCs(), do_turn(), draw(), draw_bullet(), draw_critter(), draw_critter_highlighted(), draw_critter_internal(), draw_hit_mon(), draw_look_around_cursor(), draw_ter(), examine(), extended_description(), find_nearby_items(), find_or_make_stairs(), fling_creature(), forced_door_closing(), get_cur_om(), get_dangerous_tile(), get_fishable_locations(), get_levx(), get_levy(), get_levz(), get_player_input(), get_veh_dir_indicator_location(), grabbed_furn_move(), grabbed_veh_move(), handle_action(), is_empty(), is_game_over(), is_in_sunlight(), is_sheltered(), knockback(), list_items(), list_monsters(), load(), load_map(), load_npcs(), look_around(), mon_info_update(), monmove(), moving_vehicle_dismount(), peek(), perhaps_add_random_npc(), phasing_move(), pickup(), place_critter_around(), place_player(), place_player_overmap(), place_vehicle_nearby(), pre_print_all_tile_info(), print_all_tile_info(), print_fields_info(), print_graffiti_info(), print_items_info(), print_terrain_info(), print_trap_info(), process_artifact(), prompt_dangerous_tile(), remoteveh(), save_cyborg(), save_maps(), serialize(), setup(), shift_monsters(), start_game(), start_hauling(), swap_critters(), try_get_left_click_action(), try_get_right_click_action(), update_map(), update_stair_monsters(), use_computer(), validate_camps(), validate_linked_vehicles(), validate_mounted_npcs(), vertical_move(), vertical_notes(), vertical_shift(), walk_move(), wield(), and zones_manager().

◆ main_ui_adaptor

weak_ptr_fast<ui_adaptor> game::main_ui_adaptor
private

◆ map_ptr

pimpl<map> game::map_ptr
private

Definition at line 995 of file game.h.

◆ memorial_logger_ptr

pimpl<memorial_logger> game::memorial_logger_ptr
private

Definition at line 1005 of file game.h.

Referenced by game(), and memorial().

◆ monstairz

int game::monstairz = 0

Definition at line 1032 of file game.h.

Referenced by update_stair_monsters(), and vertical_move().

◆ mostseen

int game::mostseen = 0

◆ moves_since_last_save

int game::moves_since_last_save = 0
private

Definition at line 1088 of file game.h.

Referenced by do_turn(), get_moves_since_last_save(), init_autosave(), quickload(), and quicksave().

◆ new_game

bool game::new_game = false

True if the game has just started or loaded, else false.

Definition at line 1028 of file game.h.

Referenced by do_turn(), setup(), and start_game().

◆ next_mission_id

int game::next_mission_id = 0
private

Definition at line 1086 of file game.h.

Referenced by assign_mission_id(), serialize_master(), setup(), and unserialize_master().

◆ next_npc_id

character_id game::next_npc_id
private

Definition at line 1084 of file game.h.

Referenced by assign_npc_id(), serialize_master(), setup(), and unserialize_master().

◆ npcs_dirty

bool game::npcs_dirty = false
private

Has a NPC been spawned since last load?

Definition at line 1095 of file game.h.

Referenced by do_turn(), load_npcs(), and set_npcs_dirty().

◆ queue_screenshot

bool game::queue_screenshot = false

Definition at line 1067 of file game.h.

Referenced by do_turn().

◆ remoteveh_cache

vehicle* game::remoteveh_cache
private

Definition at line 1093 of file game.h.

Referenced by remoteveh(), setremoteveh(), and setup().

◆ remoteveh_cache_time

time_point game::remoteveh_cache_time
private

Definition at line 1092 of file game.h.

Referenced by remoteveh(), setremoteveh(), and setup().

◆ right_sidebar

bool game::right_sidebar = false

Definition at line 1063 of file game.h.

◆ safe_mode

◆ safe_mode_warning_logged

bool game::safe_mode_warning_logged = false
private

Definition at line 1082 of file game.h.

Referenced by check_safe_mode_allowed(), handle_action(), and set_safe_mode().

◆ scen

const scenario* game::scen

Definition at line 1030 of file game.h.

Referenced by start_calendar(), and start_game().

◆ scent

scent_map& game::scent

Definition at line 1013 of file game.h.

Referenced by display_scent(), do_turn(), serialize(), setup(), unserialize(), update_map(), and vertical_shift().

◆ scent_ptr

pimpl<scent_map> game::scent_ptr
private

Definition at line 999 of file game.h.

◆ seed

unsigned int game::seed = 0
private

Seed for all the random numbers that should have consistent randomness (weather).

Definition at line 1111 of file game.h.

Referenced by get_seed(), serialize_master(), start_game(), and unserialize_master().

◆ sFilter

std::string game::sFilter
private

Definition at line 1078 of file game.h.

Referenced by list_items(), and reset_item_list_state().

◆ show_panel_adm

bool game::show_panel_adm = false

Definition at line 1062 of file game.h.

Referenced by draw_panels(), and load_static_data().

◆ spell_events_ptr

pimpl<spell_events> game::spell_events_ptr
private

Definition at line 1006 of file game.h.

Referenced by game(), and spell_events_subscriber().

◆ stats_tracker_ptr

pimpl<stats_tracker> game::stats_tracker_ptr
private

Definition at line 1002 of file game.h.

Referenced by game(), serialize(), stats(), and unserialize().

◆ ter_view_p

tripoint game::ter_view_p

Definition at line 1034 of file game.h.

Referenced by draw(), and draw_ter().

◆ tileset_zoom

int game::tileset_zoom = 0
private

How far the tileset should be zoomed out, 16 is default.

32 is zoomed in by x2, 8 is zoomed out by x0.5

Definition at line 1108 of file game.h.

Referenced by get_zoom(), look_around(), mouse_edge_scrolling_terrain(), reset_zoom(), set_zoom(), zoom_in(), and zoom_out().

◆ timed_event_manager_ptr

pimpl<timed_event_manager> game::timed_event_manager_ptr
private

Definition at line 1000 of file game.h.

◆ timed_events

timed_event_manager& game::timed_events

Definition at line 1014 of file game.h.

Referenced by do_turn(), natural_light_level(), and setup().

◆ token_provider_ptr

pimpl<drop_token_provider> game::token_provider_ptr

Definition at line 1023 of file game.h.

Referenced by serialize(), setup(), and unserialize().

◆ turnssincelastmon

int game::turnssincelastmon = 0

Definition at line 1069 of file game.h.

Referenced by handle_action(), mon_info_update(), and setup().

◆ u

avatar& game::u

Definition at line 1012 of file game.h.

Referenced by add_npc_follower(), autopilot_vehicles(), cata_event_dispatch::avatar_moves(), butcher(), calc_driving_offset(), cancel_activity_or_ignore_query(), cancel_activity_query(), catch_a_monster(), centerlistview(), chat(), check_safe_mode_allowed(), cleanup_at_end(), control_vehicle(), create_starting_npcs(), critter_at(), critter_by_id(), disable_robot(), disp_NPCs(), display_scent(), do_turn(), draw(), draw_critter(), draw_critter_highlighted(), draw_critter_internal(), draw_hit_mon(), draw_line(), draw_look_around_cursor(), draw_minimap(), draw_panels(), draw_ter(), draw_trail_to_square(), draw_veh_dir_indicator(), drop(), drop_in_direction(), exam_vehicle(), examine(), extended_description(), favorite_ammo_or_select(), find_nearby_items(), find_or_make_stairs(), fling_creature(), forced_door_closing(), fungal_effects::fungalize(), get_dangerous_tile(), get_player_base_save_path(), get_player_input(), get_veh_dir_indicator_location(), grabbed_furn_move(), grabbed_move(), grabbed_veh_move(), handle_action(), handle_key_blocking_activity(), inv_map_splice(), inventory_item_menu(), is_game_over(), is_hostile_within(), is_in_viewport(), item_action_menu(), knockback(), list_items(), list_items_monsters(), list_missions(), list_monsters(), load(), look_around(), mon_info(), mon_info_update(), monmove(), move_save_to_graveyard(), moving_vehicle_dismount(), npc_menu(), on_move_effects(), open_consume_item_menu(), open_gate(), overmap_npc_move(), peek(), perhaps_add_random_npc(), phasing_move(), pickup_feet(), place_player(), place_player_overmap(), print_all_tile_info(), print_creature_info(), print_items_info(), print_terrain_info(), print_trap_info(), process_activity(), process_artifact(), process_voluntary_act_interrupt(), prompt_dangerous_tile(), quickload(), reload(), reload_item(), reload_weapon(), reload_wielded(), remoteveh(), remove_npc_follower(), save(), save_player_data(), serialize(), set_driving_view_offset(), setremoteveh(), shared_from(), slip_down(), fungal_effects::spread_fungus_one_tile(), start_game(), start_hauling(), try_get_left_click_action(), try_get_right_click_action(), unload(), unserialize(), update_map(), update_overmap_seen(), update_stair_monsters(), use_computer(), validate_camps(), validate_npc_followers(), vertical_move(), vertical_notes(), vertical_shift(), walk_move(), wield(), win(), win_screen(), and zones_manager().

◆ u_ptr

pimpl<avatar> game::u_ptr
private

Definition at line 996 of file game.h.

◆ u_shared_ptr

shared_ptr_fast<player> game::u_shared_ptr
private

Definition at line 1073 of file game.h.

Referenced by shared_from().

◆ uquit

quit_status game::uquit

Used in main.cpp to determine what type of quit is being performed.

Definition at line 1026 of file game.h.

Referenced by cleanup_at_end(), do_turn(), get_player_input(), handle_action(), is_game_over(), and setup().

◆ user_action_counter

int game::user_action_counter = 0
private

Definition at line 1105 of file game.h.

Referenced by get_user_action_counter(), and handle_action().

◆ w_minimap

catacurses::window game::w_minimap

Definition at line 1038 of file game.h.

Referenced by create_or_get_main_ui_adaptor(), and draw_minimap().

◆ w_minimap_ptr

catacurses::window game::w_minimap_ptr
private

Definition at line 1076 of file game.h.

Referenced by create_or_get_main_ui_adaptor().

◆ w_omlegend

catacurses::window game::w_omlegend

Definition at line 1037 of file game.h.

◆ w_overmap

catacurses::window game::w_overmap

Definition at line 1036 of file game.h.

◆ w_pixel_minimap

catacurses::window game::w_pixel_minimap

◆ w_terrain

◆ w_terrain_ptr

catacurses::window game::w_terrain_ptr
private

Definition at line 1075 of file game.h.

Referenced by create_or_get_main_ui_adaptor().

◆ wait_popup

std::unique_ptr<static_popup> game::wait_popup
private

Definition at line 1124 of file game.h.

Referenced by do_turn().

◆ was_fullscreen

bool game::was_fullscreen = false

Definition at line 1065 of file game.h.

Referenced by load_static_data(), reenter_fullscreen(), and temp_exit_fullscreen().

◆ weather_manager_ptr

pimpl<weather_manager> game::weather_manager_ptr
private

Definition at line 1008 of file game.h.

◆ zones_manager_open

bool game::zones_manager_open = false
private

Is Zone manager open or not - changes graphics of some zone tiles.

Definition at line 1101 of file game.h.

Referenced by is_zones_manager_open(), and zones_manager().


The documentation for this class was generated from the following files: